https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Artimaeus&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T08:53:45ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1284987Savant (5e Class)2020-02-10T14:35:44Z<p>Artimaeus: /* Spelldancer */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Ability Score Improvement}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Synchronization}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Spell Mastery}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Savant table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits.<br />
<br />
You may use this ability 1+Int times(Minimum 1). You regain expended uses when you finish a short or long rest.<br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use 1st level spells when performing a Spellstrike. In addition, you may use 2nd level spells upon reaching 8th level, 3rd level spells at 11th level, 4th level spells at 14th level, and 5th level spells at 17th level.<br />
<br />
Improved Spellstrike does not expend uses of Spellstrike, is it instead consumes a spell slot.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow-up cantrip in a secondary attack.<br />
<br />
When you reach 14th level, when using the Extra Attack feature and the Improved Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. You may use this feature up to your Intelligence Modifier (Minimum 1) times before you must finish a long rest before you may use it again.<br />
<br />
==== Spell Mastery ====<br />
<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<br />
<br />
If used with the Spellstrike ability, this consumes a use of the feature as per a cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. You may also use Synchronization for all three attacks. This counts as one use of Synchronization.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she currently has access to from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 1 damage. This bonus increases by +1 at 9th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
Your uses of the Spellstrike feature increases to 3+Int(Minimum 3).<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spell weave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll a Perform check. This can only be used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
Spelldance requires concentration up to a minute as if it were a spell.<br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 7th level, you may roll a Perform check during your Spelldance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Stacatto}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork but in combat as well.<br />
<br />
Beginning at 11th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual-wielding.<br />
<br />
Stacatto only expends one use of the Spellstrike ability.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performer's development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, you may attack twice instead of once when using your bonus action attack. You must at least use a 1st level spell slot in order to use Synchronization on the bonus action Extra Attack granted by Finale.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Con 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1237229Savant (5e Class)2019-11-06T02:30:07Z<p>Artimaeus: /* Spelldancer */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Ability Score Improvement}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Synchronization}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Spell Mastery}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Savant table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits.<br />
<br />
You may use this ability 1+Int times(Minimum 1). You regain expended uses when you finish a short or long rest.<br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use 1st level spells when performing a Spellstrike. In addition, you may use 2nd level spells upon reaching 8th level, 3rd level spells at 11th level, 4th level spells at 14th level, and 5th level spells at 17th level.<br />
<br />
Improved Spellstrike does not expend uses of Spellstrike, is it instead consumes a spell slot.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow-up cantrip in a secondary attack.<br />
<br />
When you reach 14th level, when using the Extra Attack feature and the Improved Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. You may use this feature up to your Intelligence Modifier (Minimum 1) times before you must finish a long rest before you may use it again.<br />
<br />
==== Spell Mastery ====<br />
<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. You may also use Synchronization for all three attacks. This counts as one use of Synchronization.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she currently has access to from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 1 damage. This bonus increases by +1 at 9th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
Your uses of the Spellstrike feature increases to 3+Int(Minimum 3).<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spell weave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 7th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Stacatto}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork but in combat as well.<br />
<br />
Beginning at 11th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual-wielding. <br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, you may attack twice instead of once when using your bonus action attack. The bonus action attack must at least use a 1st level spell slot in order to use Synchronization on the bonus action Extra Attack granted by Finale.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Con 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1237228Savant (5e Class)2019-11-06T02:27:51Z<p>Artimaeus: /* Improved Spellstrike */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Ability Score Improvement}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Synchronization}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Spell Mastery}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Savant table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits.<br />
<br />
You may use this ability 1+Int times(Minimum 1). You regain expended uses when you finish a short or long rest.<br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use 1st level spells when performing a Spellstrike. In addition, you may use 2nd level spells upon reaching 8th level, 3rd level spells at 11th level, 4th level spells at 14th level, and 5th level spells at 17th level.<br />
<br />
Improved Spellstrike does not expend uses of Spellstrike, is it instead consumes a spell slot.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow-up cantrip in a secondary attack.<br />
<br />
When you reach 14th level, when using the Extra Attack feature and the Improved Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. You may use this feature up to your Intelligence Modifier (Minimum 1) times before you must finish a long rest before you may use it again.<br />
<br />
==== Spell Mastery ====<br />
<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. You may also use Synchronization for all three attacks. This counts as one use of Synchronization.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she currently has access to from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 1 damage. This bonus increases by +1 at 9th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spell weave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 7th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Stacatto}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork but in combat as well.<br />
<br />
Beginning at 11th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual-wielding. <br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, you may attack twice instead of once when using your bonus action attack. The bonus action attack must at least use a 1st level spell slot in order to use Synchronization on the bonus action Extra Attack granted by Finale.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Con 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1237227Savant (5e Class)2019-11-06T02:25:40Z<p>Artimaeus: /* Spellstrike */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Ability Score Improvement}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Synchronization}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Spell Mastery}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Savant table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits.<br />
<br />
You may use this ability 1+Int times(Minimum 1). You regain expended uses when you finish a short or long rest.<br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use 1st level spells when performing a Spellstrike. In addition, you may use 2nd level spells upon reaching 8th level, 3rd level spells at 11th level, 4th level spells at 14th level, and 5th level spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow-up cantrip in a secondary attack.<br />
<br />
When you reach 14th level, when using the Extra Attack feature and the Improved Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. You may use this feature up to your Intelligence Modifier (Minimum 1) times before you must finish a long rest before you may use it again.<br />
<br />
==== Spell Mastery ====<br />
<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. You may also use Synchronization for all three attacks. This counts as one use of Synchronization.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she currently has access to from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 1 damage. This bonus increases by +1 at 9th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spell weave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 7th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Stacatto}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork but in combat as well.<br />
<br />
Beginning at 11th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual-wielding. <br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, you may attack twice instead of once when using your bonus action attack. The bonus action attack must at least use a 1st level spell slot in order to use Synchronization on the bonus action Extra Attack granted by Finale.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Con 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1237226Psycher (5e Class)2019-11-06T02:12:41Z<p>Artimaeus: /* Manifestation List */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
<br />
<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
|item1b=a dagger<br />
|item1c=<br />
|item2a=a healer's kit<br />
|item2b=an alchemist's fire<br />
|item2c=<br />
|item3a=a scholar’s pack<br />
|item3b=an explorer’s pack<br />
|item3c=<br />
|wealth= 4d4x10 Gold<br />
|classfeatures1={{inpage|Parapsychic Ability, Power Points}}<br />
|classfeatures2={{inpage|Manifest Specialization}} <br />
|classfeatures3={{inpage|Specialization Feature}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|-}}<br />
|classfeatures6={{inpage|Specialization Feature}}<br />
|classfeatures7={{inpage|-}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|-}}<br />
|classfeatures10={{inpage|Neural Inspiration}}<br />
|classfeatures11={{inpage|-}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|-}}<br />
|classfeatures14={{inpage|Specialization Feature}}<br />
|classfeatures15={{inpage|-}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Null Zone}}<br />
|classfeatures18={{inpage|Specialization Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Ascendant}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Manifestations<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=7<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=7<br />
|extra2_name=Power Points<br />
|extra2_1=6<br />
|extra2_2=9<br />
|extra2_3=22<br />
|extra2_4=27<br />
|extra2_5=41<br />
|extra2_6=48<br />
|extra2_7=57<br />
|extra2_8=66<br />
|extra2_9=86<br />
|extra2_10=97<br />
|extra2_11=110<br />
|extra2_12=110<br />
|extra2_13=125<br />
|extra2_14=125<br />
|extra2_15=142<br />
|extra2_16=142<br />
|extra2_17=161<br />
|extra2_18=172<br />
|extra2_19=185<br />
|extra2_20=200<br />
}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the Manifestation List at the bottom of this page. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
<br />
<br />
==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Neural Inspiration ====<br />
<br />
A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
<br />
<br />
==== Null Zone ====<br />
<br />
There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 10-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
<br />
<br />
==== Psionic Ascendant ====<br />
<br />
You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
<br />
=== Kineticist ===<br />
<br />
As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
<br />
Gain 1 Kineticist Manifested Power.<br />
<br />
<br />
;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
<br />
<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
<br />
<br />
;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
<br />
<br />
'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
<br />
<br />
'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
<br />
<br />
'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
<br />
<br />
'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
<br />
<br />
'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
<br />
<br />
'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
<br />
<br />
;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
<br />
<br />
;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
<br />
=== Psychomancer ===<br />
<br />
As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
<br />
Gain 1 Psychomancy Manifested Power.<br />
<br />
<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
<br />
<br />
;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
<br />
<br />
'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
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<br />
'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
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<br />
'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
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<br />
'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
<br />
<br />
;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
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<br />
'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
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<br />
'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
<br />
<br />
'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
<br />
<br />
'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
<br />
<br />
'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
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<br />
'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
<br />
<br />
;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
<br />
<br />
;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
<br />
<br />
=== Somatic Expert ===<br />
<br />
Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
<br />
Gain 1 Somatic Manifested Power.<br />
<br />
<br />
;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons. You also score a critical hit on a 19 or 20.<br />
<br />
<br />
;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, your HD becomes a d8, and your previous HD gained from Psycher may be adjusted to match. In addition, a Somatic Expert may spend 5 Power Points and gain the following ability. This lasts until you finish a long rest.<br />
<br />
<br />
Gain the ability to attune to any non-magical weapon. Once attuned, the weapon becomes +1, and deals an extra 1d4 Psychic damage on hit.<br />
<br />
<br />
;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
<br />
<br />
'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
<br />
<br />
'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
<br />
<br />
'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
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<br />
'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
<br />
<br />
'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
<br />
<br />
'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
<br />
<br />
;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
<br />
<br />
;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
<br />
=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
<br />
<br />
'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a blast of ice at a single target within 60 feet that deals 2d4 cold damage. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or slow movement speed by half until the end of the next round by using 1 point.<br />
<br />
<br />
'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6 fire damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
<br />
<br />
'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 bludgeoning damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
<br />
<br />
'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 30 feet, dealing 1d8 lightning damage, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d4 Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d4 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a creature within 60 feet, the target must succeed on a Constitution save or fall 10 feet straight up. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 10 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the fall distance by 10 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 3 per point, or increase the manifestation to Greater Invisibility by spending 9 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 3 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 9 points per target.<br />
<br />
<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
<br />
<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
<br />
<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the Finesse property. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Finesse melee or ranged weapons. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
<br />
<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
<br />
<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
<br />
<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per 2 points, or an additional target per 3 points.<br />
<br />
<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
<br />
<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
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<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1219769Psycher (5e Class)2019-09-17T21:00:33Z<p>Artimaeus: /* Psycher */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
<br />
<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
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|item1c=<br />
|item2a=a healer's kit<br />
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|item2c=<br />
|item3a=a scholar’s pack<br />
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|wealth= 4d4x10 Gold<br />
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|classfeatures2={{inpage|Manifest Specialization}} <br />
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|classfeatures13={{inpage|-}}<br />
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|classfeatures17={{inpage|Null Zone}}<br />
|classfeatures18={{inpage|Specialization Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Ascendant}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
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|extra2_13=125<br />
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|extra2_15=142<br />
|extra2_16=142<br />
|extra2_17=161<br />
|extra2_18=172<br />
|extra2_19=185<br />
|extra2_20=200<br />
}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the Manifestation List at the bottom of this page. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
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<br />
==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
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<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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<br />
==== Neural Inspiration ====<br />
<br />
A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
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==== Null Zone ====<br />
<br />
There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 10-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
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<br />
==== Psionic Ascendant ====<br />
<br />
You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
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=== Kineticist ===<br />
<br />
As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
<br />
Gain 1 Kineticist Manifested Power.<br />
<br />
<br />
;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
<br />
<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
<br />
<br />
;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
<br />
<br />
'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
<br />
<br />
'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
<br />
<br />
'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
<br />
<br />
'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
<br />
<br />
'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
<br />
<br />
'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
<br />
<br />
;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
<br />
<br />
;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
<br />
=== Psychomancer ===<br />
<br />
As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
<br />
Gain 1 Psychomancy Manifested Power.<br />
<br />
<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
<br />
<br />
;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
<br />
<br />
'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
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'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
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<br />
'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
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<br />
'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
<br />
<br />
;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
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<br />
'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
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<br />
'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
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<br />
'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
<br />
<br />
'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
<br />
<br />
'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
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<br />
'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
<br />
<br />
;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
<br />
<br />
;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
<br />
<br />
=== Somatic Expert ===<br />
<br />
Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
<br />
Gain 1 Somatic Manifested Power.<br />
<br />
<br />
;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons. You also score a critical hit on a 19 or 20.<br />
<br />
<br />
;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, your HD becomes a d8, and your previous HD gained from Psycher may be adjusted to match. In addition, a Somatic Expert may spend 5 Power Points and gain the following ability. This lasts until you finish a long rest.<br />
<br />
<br />
Gain the ability to attune to any non-magical weapon. Once attuned, the weapon becomes +1, and deals an extra 1d4 Psychic damage on hit.<br />
<br />
<br />
;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
<br />
<br />
'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
<br />
<br />
'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
<br />
<br />
'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
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<br />
'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
<br />
<br />
'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
<br />
<br />
'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
<br />
<br />
;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
<br />
<br />
;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
<br />
=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
<br />
<br />
'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
<br />
<br />
'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
<br />
<br />
'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
<br />
<br />
'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a creature within 60 feet, the target must succeed on a Constitution save or fall 10 feet straight up. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 10 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the fall distance by 10 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
<br />
<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
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<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
<br />
<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the Finesse property. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Finesse melee or ranged weapons. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
<br />
<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
<br />
<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
<br />
<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
<br />
<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
<br />
<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
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<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1219767Psycher (5e Class)2019-09-17T20:51:32Z<p>Artimaeus: /* Manifestation List */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
<br />
<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
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|item1c=<br />
|item2a=a healer's kit<br />
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|item2c=<br />
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|wealth= 4d4x10 Gold<br />
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|classfeatures16=<br />
|classfeatures17={{inpage|Null Zone}}<br />
|classfeatures18={{inpage|Specialization Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Ascendant}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
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|extra2_13=125<br />
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|extra2_16=142<br />
|extra2_17=161<br />
|extra2_18=172<br />
|extra2_19=185<br />
|extra2_20=200<br />
}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
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<br />
==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
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<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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<br />
==== Neural Inspiration ====<br />
<br />
A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
<br />
<br />
==== Null Zone ====<br />
<br />
There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
<br />
<br />
==== Psionic Ascendant ====<br />
<br />
You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
<br />
=== Kineticist ===<br />
<br />
As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
<br />
Gain 1 Kineticist Manifested Power.<br />
<br />
<br />
;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
<br />
<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
<br />
<br />
;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
<br />
<br />
'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
<br />
<br />
'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
<br />
<br />
'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
<br />
<br />
'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
<br />
<br />
'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
<br />
<br />
'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
<br />
<br />
;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
<br />
<br />
;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
<br />
=== Psychomancer ===<br />
<br />
As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
<br />
Gain 1 Psychomancy Manifested Power.<br />
<br />
<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
<br />
<br />
;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
<br />
<br />
'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
<br />
<br />
'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
<br />
<br />
'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
<br />
<br />
'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
<br />
<br />
;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
<br />
<br />
'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
<br />
<br />
'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
<br />
<br />
'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
<br />
<br />
'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
<br />
<br />
'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
<br />
<br />
'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
<br />
<br />
;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
<br />
<br />
;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
<br />
<br />
=== Somatic Expert ===<br />
<br />
Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
<br />
Gain 1 Somatic Manifested Power.<br />
<br />
<br />
;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons. You also score a critical hit on a 19 or 20.<br />
<br />
<br />
;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, your HD becomes a d8, and your previous HD gained from Psycher may be adjusted to match. In addition, a Somatic Expert may spend 5 Power Points and gain the following ability. This lasts until you finish a long rest.<br />
<br />
<br />
Gain the ability to attune to any non-magical weapon. Once attuned, the weapon becomes +1, and deals an extra 1d4 Psychic damage on hit.<br />
<br />
<br />
;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
<br />
<br />
'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
<br />
<br />
'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
<br />
<br />
'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
<br />
<br />
'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
<br />
<br />
'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
<br />
<br />
'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
<br />
<br />
;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
<br />
<br />
;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
<br />
=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
<br />
<br />
'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
<br />
<br />
'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
<br />
<br />
'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
<br />
<br />
'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a creature within 60 feet, the target must succeed on a Constitution save or fall 10 feet straight up. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 10 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the fall distance by 10 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
<br />
<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
<br />
<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
<br />
<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the Finesse property. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Finesse melee or ranged weapons. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
<br />
<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
<br />
<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
<br />
<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
<br />
<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
<br />
<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1211042Savant (5e Class)2019-08-27T19:32:00Z<p>Artimaeus: /* Multiclassing */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Ability Score Improvement}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Synchronization}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Spell Mastery}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Savant table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use 1st level spells when performing a Spellstrike. In addition, you may use 2nd level spells upon reaching 8th level, 3rd level spells at 11th level, 4th level spells at 14th level, and 5th level spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow-up cantrip in a secondary attack.<br />
<br />
When you reach 14th level, when using the Extra Attack feature and the Improved Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. You may use this feature up to your Intelligence Modifier (Minimum 1) times before you must finish a long rest before you may use it again.<br />
<br />
==== Spell Mastery ====<br />
<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. You may also use Synchronization for all three attacks. This counts as one use of Synchronization.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she currently has access to from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 1 damage. This bonus increases by +1 at 9th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spell weave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 7th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Stacatto}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork but in combat as well.<br />
<br />
Beginning at 11th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual-wielding. <br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, you may attack twice instead of once when using your bonus action attack. The bonus action attack must at least use a 1st level spell slot in order to use Synchronization on the bonus action Extra Attack granted by Finale.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Con 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1211041Savant (5e Class)2019-08-27T19:30:56Z<p>Artimaeus: /* Savant */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Ability Score Improvement}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Synchronization}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Spell Mastery}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Savant table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use 1st level spells when performing a Spellstrike. In addition, you may use 2nd level spells upon reaching 8th level, 3rd level spells at 11th level, 4th level spells at 14th level, and 5th level spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow-up cantrip in a secondary attack.<br />
<br />
When you reach 14th level, when using the Extra Attack feature and the Improved Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. You may use this feature up to your Intelligence Modifier (Minimum 1) times before you must finish a long rest before you may use it again.<br />
<br />
==== Spell Mastery ====<br />
<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. You may also use Synchronization for all three attacks. This counts as one use of Synchronization.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she currently has access to from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 1 damage. This bonus increases by +1 at 9th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spell weave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 7th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Stacatto}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork but in combat as well.<br />
<br />
Beginning at 11th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual-wielding. <br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, you may attack twice instead of once when using your bonus action attack. The bonus action attack must at least use a 1st level spell slot in order to use Synchronization on the bonus action Extra Attack granted by Finale.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1204925Psycher (5e Class)2019-08-17T05:32:09Z<p>Artimaeus: /* Somatic Expert */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
<br />
<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
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|weapons=simple<br />
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|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
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|wealth=100 Gold<br />
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}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
<br />
<br />
==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Neural Inspiration ====<br />
<br />
A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
<br />
<br />
==== Null Zone ====<br />
<br />
There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
<br />
<br />
==== Psionic Ascendant ====<br />
<br />
You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
<br />
=== Kineticist ===<br />
<br />
As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
<br />
Gain 1 Kineticist Manifested Power.<br />
<br />
<br />
;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
<br />
<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
<br />
<br />
;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
<br />
<br />
'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
<br />
<br />
'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
<br />
<br />
'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
<br />
<br />
'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
<br />
<br />
'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
<br />
<br />
'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
<br />
<br />
;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
<br />
<br />
;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
<br />
=== Psychomancer ===<br />
<br />
As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
<br />
Gain 1 Psychomancy Manifested Power.<br />
<br />
<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
<br />
<br />
;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
<br />
<br />
'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
<br />
<br />
'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
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<br />
'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
<br />
<br />
'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
<br />
<br />
;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
<br />
<br />
'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
<br />
<br />
'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
<br />
<br />
'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
<br />
<br />
'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
<br />
<br />
'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
<br />
<br />
'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
<br />
<br />
;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
<br />
<br />
;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
<br />
<br />
=== Somatic Expert ===<br />
<br />
Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
<br />
Gain 1 Somatic Manifested Power.<br />
<br />
<br />
;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons. You also score a critical hit on a 19 or 20.<br />
<br />
<br />
;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, a Somatic Expert may spend 5 Power Points and gain the following abilities. This lasts until you finish a long rest.<br />
<br />
<br />
Gain the Tough feat. If you already have this feat, instead gain +1 Maximum HP per level. You also gain the ability to attune to any non-magical weapon. Once attuned, the weapon deals an extra 1d6 Psychic damage on hit.<br />
<br />
<br />
;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
<br />
<br />
'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
<br />
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'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
<br />
<br />
'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
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<br />
'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
<br />
<br />
'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
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'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
<br />
<br />
;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
<br />
<br />
;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
<br />
=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
<br />
<br />
'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
<br />
<br />
'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
<br />
<br />
'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained, and you may move them up to 30 feet at the end of your turn if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
<br />
<br />
'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 30 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the distance and fall speed by 30 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
<br />
<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
<br />
<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
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<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the finesse condition. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Dexterity-based melee or ranged weapons, and a +1 bonus to AC. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
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<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
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<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
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<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
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<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
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<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
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'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
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<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1204924Psycher (5e Class)2019-08-17T05:31:45Z<p>Artimaeus: /* Somatic Expert */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
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<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
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<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
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|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
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|wealth=100 Gold<br />
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}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
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==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
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==== Ability Score Increase ====<br />
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When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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==== Neural Inspiration ====<br />
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A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
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==== Null Zone ====<br />
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There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
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==== Psionic Ascendant ====<br />
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You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
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=== Kineticist ===<br />
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As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
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Gain 1 Kineticist Manifested Power.<br />
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;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
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<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
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;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
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'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
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'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
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'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
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'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
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'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
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'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
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;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
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;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
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=== Psychomancer ===<br />
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As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
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Gain 1 Psychomancy Manifested Power.<br />
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;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
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;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
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'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
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'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
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'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
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'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
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;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
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'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
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'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
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'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
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'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
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'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
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'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
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;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
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;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
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=== Somatic Expert ===<br />
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Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
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Gain 1 Somatic Manifested Power.<br />
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;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons. You also score a critical hit on a 19 or 20.<br />
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;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, a Somatic Expert may spend 5 Power Points and gain the following abilities. This lasts until you finish a long rest.<br />
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Gain the Tough feat. If you already have this feat, instead gain +1 Maximum HP per level. You also gain the ability to attune to any non-magical weapon. Once attuned, the weapon deals an extra 1d6 Psychic damage on hit.<br />
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;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
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'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
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'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
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'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
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'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
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'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
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'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
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;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
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;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
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=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
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'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
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'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
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'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained, and you may move them up to 30 feet at the end of your turn if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
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'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
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'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
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'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 30 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the distance and fall speed by 30 feet per point, or an additional target per point.<br />
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<br />
;Psychometry Manifestations:<br />
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'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
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<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
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<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
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'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
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<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
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<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
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<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the finesse condition. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Dexterity-based melee or ranged weapons, and a +1 bonus to AC. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
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<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
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<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
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<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
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<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
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<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
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'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1204923Psycher (5e Class)2019-08-17T05:16:30Z<p>Artimaeus: /* Somatic Expert */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
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<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
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<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
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|item3a=a scholar’s pack<br />
|item3b=an explorer’s pack<br />
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|wealth=100 Gold<br />
|classfeatures1={{inpage|Parapsychic Ability, Power Points}}<br />
|classfeatures2={{inpage|Manifest Specialization}} <br />
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|classfeatures19=<br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
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|extra2_17=161<br />
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}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
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==== Manifest Specialization ====<br />
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At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
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==== Ability Score Increase ====<br />
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When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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==== Neural Inspiration ====<br />
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A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
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==== Null Zone ====<br />
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There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
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==== Psionic Ascendant ====<br />
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You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
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=== Kineticist ===<br />
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As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
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Gain 1 Kineticist Manifested Power.<br />
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;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
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<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
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;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
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'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
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'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
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'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
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'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
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'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
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'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
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;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
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;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
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=== Psychomancer ===<br />
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As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
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Gain 1 Psychomancy Manifested Power.<br />
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<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
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;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
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'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
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'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
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'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
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'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
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;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
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'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
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'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
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'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
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'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
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'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
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'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
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;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
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;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
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=== Somatic Expert ===<br />
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Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
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Gain 1 Somatic Manifested Power.<br />
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;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
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'''Archery:''' You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
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'''Defense:''' While you are not wearing armor, you gain a +1 bonus to AC.<br />
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'''Dueling:''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
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'''Tactician:''' You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons.<br />
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;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, a Somatic Expert may spend 5 Power Points and gain one of the following abilities. This lasts until you finish a long rest or use Psionic Warrior again.<br />
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Gain the Tough feat.<br />
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Gain Uncanny Dodge.<br />
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Gain the ability to attune to any non-magical weapon. Once attuned, the weapon deals an extra 1d6 Psychic damage on hit. You also score a critical hit on a 19 or 20.<br />
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;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
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'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
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'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
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'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
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'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
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'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
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'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
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;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
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;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
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=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
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'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
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'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
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'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained, and you may move them up to 30 feet at the end of your turn if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
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'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 30 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the distance and fall speed by 30 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
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<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
<br />
<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
<br />
<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the finesse condition. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Dexterity-based melee or ranged weapons, and a +1 bonus to AC. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
<br />
<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
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<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
<br />
<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
<br />
<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
<br />
<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
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'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
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<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1204918Psycher (5e Class)2019-08-17T05:03:30Z<p>Artimaeus: /* Somatic Expert */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
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<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
|item1b=a dagger<br />
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|item2a=a medicine kit<br />
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|item2c=<br />
|item3a=a scholar’s pack<br />
|item3b=an explorer’s pack<br />
|item3c=<br />
|wealth=100 Gold<br />
|classfeatures1={{inpage|Parapsychic Ability, Power Points}}<br />
|classfeatures2={{inpage|Manifest Specialization}} <br />
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|classfeatures5={{inpage|-}}<br />
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|classfeatures10={{inpage|Neural Inspiration}}<br />
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|classfeatures12=<br />
|classfeatures13={{inpage|-}}<br />
|classfeatures14={{inpage|Specialization Feature}}<br />
|classfeatures15={{inpage|-}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Null Zone}}<br />
|classfeatures18={{inpage|Specialization Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Ascendant}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Manifestations<br />
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|extra1_19=7<br />
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|extra2_12=110<br />
|extra2_13=125<br />
|extra2_14=125<br />
|extra2_15=142<br />
|extra2_16=142<br />
|extra2_17=161<br />
|extra2_18=172<br />
|extra2_19=185<br />
|extra2_20=200<br />
}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
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<br />
==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
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==== Ability Score Increase ====<br />
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When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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==== Neural Inspiration ====<br />
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A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
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==== Null Zone ====<br />
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There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
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==== Psionic Ascendant ====<br />
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You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
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=== Kineticist ===<br />
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As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
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Gain 1 Kineticist Manifested Power.<br />
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;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
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<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
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;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
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'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
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'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
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'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
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'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
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'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
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'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
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;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
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;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
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=== Psychomancer ===<br />
<br />
As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
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Gain 1 Psychomancy Manifested Power.<br />
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<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
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;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
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<br />
'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
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'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
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'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
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'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
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;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
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'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
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'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
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'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
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'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
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'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
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'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
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;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
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;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
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=== Somatic Expert ===<br />
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Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
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Gain 1 Somatic Manifested Power.<br />
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;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
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'''Archery:''' You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
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'''Defense:''' While you are not wearing armor, you gain a +1 bonus to AC.<br />
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'''Dueling:''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
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'''Tactician:''' You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons.<br />
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;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, a Somatic Expert may spend 5 Power Points and gain one of the following abilities. This lasts until you finish a long rest of use Psionic Warrior again.<br />
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Gain the Tough feat.<br />
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Gain Uncanny Dodge.<br />
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Gain the ability to attune to any non-magical weapon. Once attuned, the weapon deals an extra 1d6 Psychic damage on hit. You also score a critical hit on a 19 or 20.<br />
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;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
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'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
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'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
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'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
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'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
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'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
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'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
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;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
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<br />
;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
<br />
=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
<br />
<br />
'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
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<br />
'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
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<br />
'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained, and you may move them up to 30 feet at the end of your turn if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
<br />
<br />
'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 30 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the distance and fall speed by 30 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
<br />
<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
<br />
<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
<br />
<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the finesse condition. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Dexterity-based melee or ranged weapons, and a +1 bonus to AC. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
<br />
<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
<br />
<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
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<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
<br />
<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
<br />
<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1204917Psycher (5e Class)2019-08-17T05:01:38Z<p>Artimaeus: /* Somatic Expert */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
<br />
<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
|item1b=a dagger<br />
|item1c=<br />
|item2a=a medicine kit<br />
|item2b=an alchemist fire<br />
|item2c=<br />
|item3a=a scholar’s pack<br />
|item3b=an explorer’s pack<br />
|item3c=<br />
|wealth=100 Gold<br />
|classfeatures1={{inpage|Parapsychic Ability, Power Points}}<br />
|classfeatures2={{inpage|Manifest Specialization}} <br />
|classfeatures3={{inpage|Specialization Feature}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|-}}<br />
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|classfeatures7={{inpage|-}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|-}}<br />
|classfeatures10={{inpage|Neural Inspiration}}<br />
|classfeatures11={{inpage|-}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|-}}<br />
|classfeatures14={{inpage|Specialization Feature}}<br />
|classfeatures15={{inpage|-}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Null Zone}}<br />
|classfeatures18={{inpage|Specialization Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Ascendant}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Manifestations<br />
|extra1_1=2<br />
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|extra1_3=3<br />
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|extra1_19=7<br />
|extra1_20=7<br />
|extra2_name=Power Points<br />
|extra2_1=6<br />
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|extra2_9=86<br />
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|extra2_11=110<br />
|extra2_12=110<br />
|extra2_13=125<br />
|extra2_14=125<br />
|extra2_15=142<br />
|extra2_16=142<br />
|extra2_17=161<br />
|extra2_18=172<br />
|extra2_19=185<br />
|extra2_20=200<br />
}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
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<br />
==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
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<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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==== Neural Inspiration ====<br />
<br />
A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
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==== Null Zone ====<br />
<br />
There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
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==== Psionic Ascendant ====<br />
<br />
You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
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=== Kineticist ===<br />
<br />
As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
<br />
Gain 1 Kineticist Manifested Power.<br />
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<br />
;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
<br />
<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
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<br />
;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
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'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
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'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
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<br />
'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
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<br />
'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
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'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
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'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
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<br />
;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
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;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
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=== Psychomancer ===<br />
<br />
As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
<br />
Gain 1 Psychomancy Manifested Power.<br />
<br />
<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
<br />
<br />
;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
<br />
<br />
'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
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'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
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'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
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'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
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<br />
;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
<br />
<br />
'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
<br />
<br />
'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
<br />
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'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
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'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
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'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
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'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
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;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
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;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
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=== Somatic Expert ===<br />
<br />
Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
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Gain 1 Somatic Manifested Power.<br />
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;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
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'''Archery:''' You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
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'''Defense:''' While you are not wearing armor, you gain a +1 bonus to AC.<br />
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'''Dueling:''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
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'''Tactician:''' You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons.<br />
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;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, a Somatic Expert may spend 5 Power Points. Gain one of the following abilities until you finish a long rest. If you use Psionic Warrior again, it replaces the previous option chosen.<br />
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Gain the Tough feat.<br />
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Gain Uncanny Dodge.<br />
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Gain the ability to attune to any non-magical weapon. Once attuned, the weapon deals an extra 1d6 Psychic damage on hit. You also score a critical hit on a 19 or 20.<br />
<br />
<br />
;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
<br />
<br />
'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
<br />
<br />
'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
<br />
<br />
'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
<br />
<br />
'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
<br />
<br />
'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
<br />
<br />
'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
<br />
<br />
;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
<br />
<br />
;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
<br />
=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
<br />
<br />
'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
<br />
<br />
'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
<br />
<br />
'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained, and you may move them up to 30 feet at the end of your turn if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
<br />
<br />
'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 30 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the distance and fall speed by 30 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
<br />
<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
<br />
<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
<br />
<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the finesse condition. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Dexterity-based melee or ranged weapons, and a +1 bonus to AC. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
<br />
<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
<br />
<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
<br />
<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
<br />
<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
<br />
<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
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'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
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<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1204914Psycher (5e Class)2019-08-17T04:59:59Z<p>Artimaeus: /* Somatic Expert */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
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<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
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|item1c=<br />
|item2a=a medicine kit<br />
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|item2c=<br />
|item3a=a scholar’s pack<br />
|item3b=an explorer’s pack<br />
|item3c=<br />
|wealth=100 Gold<br />
|classfeatures1={{inpage|Parapsychic Ability, Power Points}}<br />
|classfeatures2={{inpage|Manifest Specialization}} <br />
|classfeatures3={{inpage|Specialization Feature}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|-}}<br />
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|classfeatures9={{inpage|-}}<br />
|classfeatures10={{inpage|Neural Inspiration}}<br />
|classfeatures11={{inpage|-}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|-}}<br />
|classfeatures14={{inpage|Specialization Feature}}<br />
|classfeatures15={{inpage|-}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Null Zone}}<br />
|classfeatures18={{inpage|Specialization Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Ascendant}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Manifestations<br />
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|extra2_12=110<br />
|extra2_13=125<br />
|extra2_14=125<br />
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|extra2_16=142<br />
|extra2_17=161<br />
|extra2_18=172<br />
|extra2_19=185<br />
|extra2_20=200<br />
}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
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<br />
==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
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<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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==== Neural Inspiration ====<br />
<br />
A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
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==== Null Zone ====<br />
<br />
There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
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==== Psionic Ascendant ====<br />
<br />
You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
<br />
=== Kineticist ===<br />
<br />
As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
<br />
Gain 1 Kineticist Manifested Power.<br />
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<br />
;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
<br />
<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
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<br />
;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
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<br />
'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
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'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
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<br />
'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
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'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
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'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
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<br />
'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
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<br />
;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
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<br />
;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
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=== Psychomancer ===<br />
<br />
As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
<br />
Gain 1 Psychomancy Manifested Power.<br />
<br />
<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
<br />
<br />
;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
<br />
<br />
'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
<br />
<br />
'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
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'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
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<br />
'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
<br />
<br />
;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
<br />
<br />
'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
<br />
<br />
'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
<br />
<br />
'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
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'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
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'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
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'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
<br />
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;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
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<br />
;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
<br />
<br />
=== Somatic Expert ===<br />
<br />
Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
<br />
Gain 1 Somatic Manifested Power.<br />
<br />
<br />
;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
<br />
'''Archery:''' You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
<br />
'''Defense:''' While you are not wearing armor, you gain a +1 bonus to AC.<br />
<br />
<br />
'''Dueling:''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
<br />
'''Tactician:''' You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons.<br />
<br />
<br />
;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, a Somatic Expert gains the following:<br />
<br />
Spend 5 Power Points. Gain one of the follow abilities until you finish a long rest. If you use Psionic Warrior again, it replaces the previous option chosen.<br />
<br />
<br />
Gain the Tough feat.<br />
<br />
<br />
Gain Uncanny Dodge.<br />
<br />
<br />
Gain the ability to attune to any non-magical weapon. Once attuned, the weapon deals an extra 1d6 Psychic damage on hit. You also score a critical hit on a 19 or 20.<br />
<br />
<br />
;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
<br />
<br />
'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
<br />
<br />
'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
<br />
<br />
'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
<br />
<br />
'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
<br />
<br />
'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
<br />
<br />
'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
<br />
<br />
;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
<br />
<br />
;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
<br />
=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
<br />
<br />
'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
<br />
<br />
'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
<br />
<br />
'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained, and you may move them up to 30 feet at the end of your turn if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
<br />
<br />
'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 30 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the distance and fall speed by 30 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
<br />
<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
<br />
<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
<br />
<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the finesse condition. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Dexterity-based melee or ranged weapons, and a +1 bonus to AC. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
<br />
<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
<br />
<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
<br />
<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
<br />
<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
<br />
<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1204905Psycher (5e Class)2019-08-17T04:31:06Z<p>Artimaeus: /* Somatic Expert */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
<br />
<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
|item1b=a dagger<br />
|item1c=<br />
|item2a=a medicine kit<br />
|item2b=an alchemist fire<br />
|item2c=<br />
|item3a=a scholar’s pack<br />
|item3b=an explorer’s pack<br />
|item3c=<br />
|wealth=100 Gold<br />
|classfeatures1={{inpage|Parapsychic Ability, Power Points}}<br />
|classfeatures2={{inpage|Manifest Specialization}} <br />
|classfeatures3={{inpage|Specialization Feature}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|-}}<br />
|classfeatures6={{inpage|Specialization Feature}}<br />
|classfeatures7={{inpage|-}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|-}}<br />
|classfeatures10={{inpage|Neural Inspiration}}<br />
|classfeatures11={{inpage|-}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|-}}<br />
|classfeatures14={{inpage|Specialization Feature}}<br />
|classfeatures15={{inpage|-}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Null Zone}}<br />
|classfeatures18={{inpage|Specialization Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Ascendant}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Manifestations<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
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|extra1_17=7<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=7<br />
|extra2_name=Power Points<br />
|extra2_1=6<br />
|extra2_2=9<br />
|extra2_3=22<br />
|extra2_4=27<br />
|extra2_5=41<br />
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|extra2_7=57<br />
|extra2_8=66<br />
|extra2_9=86<br />
|extra2_10=97<br />
|extra2_11=110<br />
|extra2_12=110<br />
|extra2_13=125<br />
|extra2_14=125<br />
|extra2_15=142<br />
|extra2_16=142<br />
|extra2_17=161<br />
|extra2_18=172<br />
|extra2_19=185<br />
|extra2_20=200<br />
}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
<br />
<br />
==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
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<br />
==== Neural Inspiration ====<br />
<br />
A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
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<br />
==== Null Zone ====<br />
<br />
There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
<br />
<br />
==== Psionic Ascendant ====<br />
<br />
You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
<br />
=== Kineticist ===<br />
<br />
As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
<br />
Gain 1 Kineticist Manifested Power.<br />
<br />
<br />
;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
<br />
<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
<br />
<br />
;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, is subject to concentration, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
<br />
<br />
'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
<br />
<br />
'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
<br />
<br />
'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
<br />
<br />
'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
<br />
<br />
'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
<br />
<br />
'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
<br />
<br />
;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
<br />
<br />
;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
<br />
=== Psychomancer ===<br />
<br />
As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
<br />
Gain 1 Psychomancy Manifested Power.<br />
<br />
<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
<br />
<br />
;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
<br />
<br />
'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
<br />
<br />
'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
<br />
<br />
'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
<br />
<br />
'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
<br />
<br />
;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
<br />
<br />
'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
<br />
<br />
'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
<br />
<br />
'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
<br />
<br />
'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
<br />
<br />
'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
<br />
<br />
'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
<br />
<br />
;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
<br />
<br />
;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
<br />
<br />
=== Somatic Expert ===<br />
<br />
Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
<br />
Gain 1 Somatic Manifested Power.<br />
<br />
<br />
;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
<br />
'''Archery:''' You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
<br />
'''Defense:''' While you are not wearing armor, you gain a +1 bonus to AC.<br />
<br />
<br />
'''Dueling:''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
<br />
'''Tactician:''' You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons.<br />
<br />
<br />
;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, a Somatic Expert gains the following:<br />
<br />
Gain Intelligence to AC, and the ability to attune to any non-magical weapon. Once attuned, the weapon counts as a +1 weapon that deals an extra 1d6 Psychic damage. You also score a critical hit on a 19 or 20. Once attuned to a Somatic Expert, a Psionic Weapon stays enhanced until the Somatic Expert attunes to a new weapon.<br />
<br />
<br />
;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
<br />
<br />
'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
<br />
<br />
'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
<br />
<br />
'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
<br />
<br />
'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
<br />
<br />
'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
<br />
<br />
'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
<br />
<br />
;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
<br />
<br />
;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
<br />
=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
<br />
<br />
'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
<br />
<br />
'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
<br />
<br />
'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained, and you may move them up to 30 feet at the end of your turn if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
<br />
<br />
'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 30 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the distance and fall speed by 30 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
<br />
<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
<br />
<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
<br />
<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the finesse condition. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Dexterity-based melee or ranged weapons, and a +1 bonus to AC. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
<br />
<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
<br />
<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
<br />
<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
<br />
<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
<br />
<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1204623Savant (5e Class)2019-08-16T19:58:45Z<p>Artimaeus: /* Harmonious Spellstrike */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Ability Score Improvement}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Synchronization}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Spell Mastery}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow-up cantrip in a secondary attack.<br />
<br />
When you reach 14th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. You may use this feature up to your Intelligence Modifier (Minimum 1) times before you must finish a long rest before you may use it again.<br />
<br />
==== Spell Mastery ====<br />
<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. You may also use Synchronization for all three attacks. This counts as one use of Synchronization.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she currently has access to from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 1 damage. This bonus increases by +1 at 9th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spell weave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 7th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Stacatto}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork but in combat as well.<br />
<br />
Beginning at 11th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual-wielding. <br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, you may attack twice instead of once when using your bonus action attack. The bonus action attack must at least use a 1st level spell slot in order to use Synchronization on the bonus action Extra Attack granted by Finale.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1204612Savant (5e Class)2019-08-16T19:45:03Z<p>Artimaeus: /* Synchronization */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Ability Score Improvement}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Synchronization}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Spell Mastery}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow-up cantrip in a secondary attack.<br />
<br />
When you reach 14th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. You may use this feature up to your Intelligence Modifier (Minimum 1) times before you must finish a long rest before you may use it again.<br />
<br />
==== Spell Mastery ====<br />
<br />
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.<br />
<br />
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. You may also use Synchronization for all three attacks.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she currently has access to from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 1 damage. This bonus increases by +1 at 9th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spell weave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 7th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Stacatto}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork but in combat as well.<br />
<br />
Beginning at 11th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual-wielding. <br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, you may attack twice instead of once when using your bonus action attack. The bonus action attack must at least use a 1st level spell slot in order to use Synchronization on the bonus action Extra Attack granted by Finale.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1203411Savant (5e Class)2019-08-13T17:32:01Z<p>Artimaeus: /* Creating a Savant */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Synchronization}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Extra Attack}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Arcane Release}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow up cantrip in a secondary attack.<br />
<br />
When you reach 10th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. This can only be performed if you have used a level 1 spell slot or higher on the initial attack.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The third attack may not benefit from the Synchronization feature. <br />
<br />
==== Arcane Release ====<br />
<br />
Seeing their full potential realized, a Savant has unlocked the limitations once upon her when she spins the weave of magic within her bladecraft.<br />
<br />
When you reach 18th level, when you use Synchronization, you may use any level spell slot available to you instead of being limited to only a Cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you may use Synchronization for all three attacks when using the Extra Attack feature.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she knows from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 2 damage. This bonus increases by +1 at 7th, 11th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spellweave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Staccato}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork, but in combat as well.<br />
<br />
Beginning at 7th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual wielding. <br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 11th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, gain the Extra Attack feature again, but it is instead used for your bonus action attack. This attack may benefit from the Synchronization feature. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1203410Psycher (5e Class)2019-08-13T17:31:33Z<p>Artimaeus: /* Creating a Psycher */</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.<br />
<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.<br />
<br />
<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary= A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body.<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion<br />
|item1a=a quarterstaff<br />
|item1b=a dagger<br />
|item1c=<br />
|item2a=a medicine kit<br />
|item2b=an alchemist fire<br />
|item2c=<br />
|item3a=a scholar’s pack<br />
|item3b=an explorer’s pack<br />
|item3c=<br />
|wealth=100 Gold<br />
|classfeatures1={{inpage|Parapsychic Ability, Power Points}}<br />
|classfeatures2={{inpage|Manifest Specialization}} <br />
|classfeatures3={{inpage|Specialization Feature}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|-}}<br />
|classfeatures6={{inpage|Specialization Feature}}<br />
|classfeatures7={{inpage|-}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|-}}<br />
|classfeatures10={{inpage|Neural Inspiration}}<br />
|classfeatures11={{inpage|-}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|-}}<br />
|classfeatures14={{inpage|Specialization Feature}}<br />
|classfeatures15={{inpage|-}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Null Zone}}<br />
|classfeatures18={{inpage|Specialization Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Ascendant}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Manifestations<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=7<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=7<br />
|extra2_name=Power Points<br />
|extra2_1=6<br />
|extra2_2=9<br />
|extra2_3=22<br />
|extra2_4=27<br />
|extra2_5=41<br />
|extra2_6=48<br />
|extra2_7=57<br />
|extra2_8=66<br />
|extra2_9=86<br />
|extra2_10=97<br />
|extra2_11=110<br />
|extra2_12=110<br />
|extra2_13=125<br />
|extra2_14=125<br />
|extra2_15=142<br />
|extra2_16=142<br />
|extra2_17=161<br />
|extra2_18=172<br />
|extra2_19=185<br />
|extra2_20=200<br />
}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
<br />
<br />
==== Manifest Specialization ====<br />
<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Neural Inspiration ====<br />
<br />
A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
<br />
<br />
==== Null Zone ====<br />
<br />
There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
<br />
<br />
==== Psionic Ascendant ====<br />
<br />
You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
<br />
=== Kineticist ===<br />
<br />
As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
<br />
Gain 1 Kineticist Manifested Power.<br />
<br />
<br />
;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.<br />
<br />
<br />
;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.<br />
<br />
<br />
;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
<br />
<br />
'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
<br />
<br />
'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
<br />
<br />
'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
<br />
<br />
'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
<br />
<br />
'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
<br />
<br />
'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
<br />
<br />
;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
<br />
<br />
;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
<br />
<br />
=== Psychomancer ===<br />
<br />
As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
<br />
Gain 1 Psychomancy Manifested Power.<br />
<br />
<br />
;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.<br />
<br />
<br />
;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
<br />
<br />
'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
<br />
<br />
'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
<br />
<br />
'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
<br />
<br />
'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
<br />
<br />
;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
<br />
<br />
'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
<br />
<br />
'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
<br />
<br />
'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
<br />
<br />
'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
<br />
<br />
'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
<br />
<br />
'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
<br />
<br />
;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
<br />
<br />
;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
<br />
<br />
=== Somatic Expert ===<br />
<br />
Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
<br />
Gain 1 Somatic Manifested Power.<br />
<br />
<br />
;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
<br />
'''Archery:''' You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
<br />
'''Defense:''' While you are not wearing armor, you gain a +1 bonus to AC.<br />
<br />
<br />
'''Dueling:''' When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
<br />
'''Tactician:''' You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons.<br />
<br />
<br />
;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, a Somatic Expert gains the following:<br />
<br />
Spend 5 Power Points. Gain Intelligence to AC, Temporary HP equal to the remainder of your Power Points, and the ability to attune to any non-magical weapon. Once attuned, the weapon counts as a +1 weapon that deals an extra 1d6 Psychic damage and score a critical hit on a 19 or 20. This bonus lasts for 1 minute, though once attuned, a Psionic Weapon stays enhanced until the Somatic Expert attunes to a new weapon.<br />
<br />
<br />
;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
<br />
<br />
'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
<br />
<br />
'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
<br />
<br />
'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
<br />
<br />
'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
<br />
<br />
'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
<br />
<br />
'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
<br />
<br />
;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
<br />
<br />
;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
<br />
=== Manifestation List ===<br />
<br />
;Kineticist Manifestations:<br />
<br />
<br />
'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
<br />
<br />
'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
<br />
<br />
'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained, and you may move them up to 30 feet at the end of your turn if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
<br />
<br />
'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
<br />
<br />
'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
<br />
<br />
'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 30 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the distance and fall speed by 30 feet per point, or an additional target per point.<br />
<br />
<br />
;Psychometry Manifestations:<br />
<br />
<br />
'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
<br />
<br />
'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
<br />
<br />
'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
<br />
<br />
'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
<br />
<br />
'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
<br />
<br />
'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
<br />
<br />
;Somatic Manifestations:<br />
<br />
<br />
'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the finesse condition. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Dexterity-based melee or ranged weapons, and a +1 bonus to AC. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
<br />
<br />
'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
<br />
<br />
'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
<br />
<br />
'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
<br />
<br />
'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
<br />
<br />
'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
<br />
<br />
<!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1203406Savant (5e Class)2019-08-13T17:23:13Z<p>Artimaeus: /* Creating a Savant */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light, Shields<br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Synchronization}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Extra Attack}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Arcane Release}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow up cantrip in a secondary attack.<br />
<br />
When you reach 10th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. This can only be performed if you have used a level 1 spell slot or higher on the initial attack.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The third attack may not benefit from the Synchronization feature. <br />
<br />
==== Arcane Release ====<br />
<br />
Seeing their full potential realized, a Savant has unlocked the limitations once upon her when she spins the weave of magic within her bladecraft.<br />
<br />
When you reach 18th level, when you use Synchronization, you may use any level spell slot available to you instead of being limited to only a Cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you may use Synchronization for all three attacks when using the Extra Attack feature.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she knows from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 2 damage. This bonus increases by +1 at 7th, 11th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spellweave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Staccato}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork, but in combat as well.<br />
<br />
Beginning at 7th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual wielding. <br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 11th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, gain the Extra Attack feature again, but it is instead used for your bonus action attack. This attack may benefit from the Synchronization feature. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1203404Savant (5e Class)2019-08-13T17:20:25Z<p>Artimaeus: /* Creating a Savant */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, the explorer's pack, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light <br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Synchronization}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Extra Attack}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Arcane Release}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow up cantrip in a secondary attack.<br />
<br />
When you reach 10th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. This can only be performed if you have used a level 1 spell slot or higher on the initial attack.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The third attack may not benefit from the Synchronization feature. <br />
<br />
==== Arcane Release ====<br />
<br />
Seeing their full potential realized, a Savant has unlocked the limitations once upon her when she spins the weave of magic within her bladecraft.<br />
<br />
When you reach 18th level, when you use Synchronization, you may use any level spell slot available to you instead of being limited to only a Cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you may use Synchronization for all three attacks when using the Extra Attack feature.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she knows from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 2 damage. This bonus increases by +1 at 7th, 11th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spellweave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Staccato}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork, but in combat as well.<br />
<br />
Beginning at 7th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual wielding. <br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 11th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, gain the Extra Attack feature again, but it is instead used for your bonus action attack. This attack may benefit from the Synchronization feature. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1203402Savant (5e Class)2019-08-13T17:19:16Z<p>Artimaeus: /* Creating a Savant */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, choose leather armor, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light <br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Synchronization}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Extra Attack}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Arcane Release}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow up cantrip in a secondary attack.<br />
<br />
When you reach 10th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. This can only be performed if you have used a level 1 spell slot or higher on the initial attack.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The third attack may not benefit from the Synchronization feature. <br />
<br />
==== Arcane Release ====<br />
<br />
Seeing their full potential realized, a Savant has unlocked the limitations once upon her when she spins the weave of magic within her bladecraft.<br />
<br />
When you reach 18th level, when you use Synchronization, you may use any level spell slot available to you instead of being limited to only a Cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you may use Synchronization for all three attacks when using the Extra Attack feature.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she knows from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 2 damage. This bonus increases by +1 at 7th, 11th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spellweave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Staccato}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork, but in combat as well.<br />
<br />
Beginning at 7th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual wielding. <br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 11th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, gain the Extra Attack feature again, but it is instead used for your bonus action attack. This attack may benefit from the Synchronization feature. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1203401Savant (5e Class)2019-08-13T17:17:27Z<p>Artimaeus: /* Creating a Savant */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, choose leather armor, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light <br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 2 of the following list: Acrobatics, Arcana, Athletics, History, Insight, Investigation, Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Synchronization}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Extra Attack}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Arcane Release}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow up cantrip in a secondary attack.<br />
<br />
When you reach 10th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. This can only be performed if you have used a level 1 spell slot or higher on the initial attack.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The third attack may not benefit from the Synchronization feature. <br />
<br />
==== Arcane Release ====<br />
<br />
Seeing their full potential realized, a Savant has unlocked the limitations once upon her when she spins the weave of magic within her bladecraft.<br />
<br />
When you reach 18th level, when you use Synchronization, you may use any level spell slot available to you instead of being limited to only a Cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you may use Synchronization for all three attacks when using the Extra Attack feature.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she knows from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 2 damage. This bonus increases by +1 at 7th, 11th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spellweave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Staccato}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork, but in combat as well.<br />
<br />
Beginning at 7th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual wielding. <br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 11th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, gain the Extra Attack feature again, but it is instead used for your bonus action attack. This attack may benefit from the Synchronization feature. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1203399Savant (5e Class)2019-08-13T17:16:30Z<p>Artimaeus: /* Creating a Savant */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, choose leather armor, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light <br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Choose 2 ofthe following list: Acrobatics, Arcana, Athletics, History, Insight, Investigation, Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Synchronization}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Extra Attack}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Arcane Release}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow up cantrip in a secondary attack.<br />
<br />
When you reach 10th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. This can only be performed if you have used a level 1 spell slot or higher on the initial attack.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The third attack may not benefit from the Synchronization feature. <br />
<br />
==== Arcane Release ====<br />
<br />
Seeing their full potential realized, a Savant has unlocked the limitations once upon her when she spins the weave of magic within her bladecraft.<br />
<br />
When you reach 18th level, when you use Synchronization, you may use any level spell slot available to you instead of being limited to only a Cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you may use Synchronization for all three attacks when using the Extra Attack feature.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she knows from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 2 damage. This bonus increases by +1 at 7th, 11th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spellweave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Staccato}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork, but in combat as well.<br />
<br />
Beginning at 7th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual wielding. <br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 11th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, gain the Extra Attack feature again, but it is instead used for your bonus action attack. This attack may benefit from the Synchronization feature. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1203386Savant (5e Class)2019-08-13T15:56:55Z<p>Artimaeus: /* Multiclassing */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, choose leather armor, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light <br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Acrobatics, Arcana, Athletics, History, Insight, Investigation, Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Synchronization}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Extra Attack}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Arcane Release}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow up cantrip in a secondary attack.<br />
<br />
When you reach 10th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. This can only be performed if you have used a level 1 spell slot or higher on the initial attack.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The third attack may not benefit from the Synchronization feature. <br />
<br />
==== Arcane Release ====<br />
<br />
Seeing their full potential realized, a Savant has unlocked the limitations once upon her when she spins the weave of magic within her bladecraft.<br />
<br />
When you reach 18th level, when you use Synchronization, you may use any level spell slot available to you instead of being limited to only a Cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you may use Synchronization for all three attacks when using the Extra Attack feature.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she knows from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 2 damage. This bonus increases by +1 at 7th, 11th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spellweave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Staccato}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork, but in combat as well.<br />
<br />
Beginning at 7th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual wielding. <br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 11th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, gain the Extra Attack feature again, but it is instead used for your bonus action attack. This attack may benefit from the Synchronization feature. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1203385Savant (5e Class)2019-08-13T15:56:26Z<p>Artimaeus: /* Multiclassing */</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, choose leather armor, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light <br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Acrobatics, Arcana, Athletics, History, Insight, Investigation, Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Synchronization}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Extra Attack}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Arcane Release}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow up cantrip in a secondary attack.<br />
<br />
When you reach 10th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. This can only be performed if you have used a level 1 spell slot or higher on the initial attack.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The third attack may not benefit from the Synchronization feature. <br />
<br />
==== Arcane Release ====<br />
<br />
Seeing their full potential realized, a Savant has unlocked the limitations once upon her when she spins the weave of magic within her bladecraft.<br />
<br />
When you reach 18th level, when you use Synchronization, you may use any level spell slot available to you instead of being limited to only a Cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you may use Synchronization for all three attacks when using the Extra Attack feature.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she knows from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 2 damage. This bonus increases by +1 at 7th, 11th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spellweave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Staccato}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork, but in combat as well.<br />
<br />
Beginning at 7th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual wielding. <br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 11th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, gain the Extra Attack feature again, but it is instead used for your bonus action attack. This attack may benefit from the Synchronization feature. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Savant class, you gain the following proficiencies: Light Armor, Simple Weapons, Simple Weapons, Martial Weapons, Shields<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Savant_(5e_Class)&diff=1203384Savant (5e Class)2019-08-13T15:55:51Z<p>Artimaeus: A class designed to bring Might and Magic together.</p>
<hr />
<div>== Savant ==<br />
<br />
<!--Introduction--><br />
<br />
=== What is a Savant? ===<br />
<br />
A class that takes the learned talents of those who seek the arcane arts, and the martial proteges who are capable of picking up a weapon and flourish it with proficiency, combining the two without honing or perfecting one or the other. A Savant could be a genius at birth that only dabbles in wizardry while having an ambition to become a swordsman, a noblewoman who has had formal teachings of all studies since childhood, or even someone who stumbled across another wizards spellbook and cracked its code who was once a sellsword. Whatever your background, if your affinity for the arcane and martial arts are somewhat equal, then you may just be a Savant.<br />
<br />
=== Creating a Savant ===<br />
<br />
<!--Questions to help player develop character--><br />
<br />
;Quick Build<br />
You can make a Savant quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Noble background. Third, choose leather armor, and two martial weapons.<br />
<br />
{{5e Class Features<br />
|name=Savant<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor=Light <br />
|weapons=Simple, Martial<br />
|tools=None<br />
|saves=Constitution, Intelligence<br />
|skills=Acrobatics, Arcana, Athletics, History, Insight, Investigation, Survival<br />
|item1a=a martial weapon and a shield<br />
|item1b=two martial weapons<br />
|item1c=<br />
|item2a=an explorer's pack<br />
|item2b=a scholar's pack<br />
|item2c=<br />
|item3a=leather armor, longbow, and 20 arrows<br />
|item3b=<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=4d4x10 Gold<br />
|classfeatures1={{inpage|Spellcasting}}, {{inpage|Fighting Style}}<br />
|classfeatures2={{inpage|Spellstrike}}<br />
|classfeatures3={{inpage|Savant Archetype}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Improved Spellstrike}}<br />
|classfeatures6={{inpage|Extra Attack}}<br />
|classfeatures7={{inpage|Savant Archetype Feature}}<br />
|classfeatures8={{inpage|Improved Spellstrike}}<br />
|classfeatures9=<br />
|classfeatures10={{inpage|Synchronization}}<br />
|classfeatures11={{inpage|Savant Archetype Feature}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures12=<br />
|classfeatures13=<br />
|classfeatures14={{inpage|Extra Attack}}, {{inpage|Improved Spellstrike}}<br />
|classfeatures15={{inpage|Savant Archetype Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Improved Spellstrike}}<br />
|classfeatures18={{inpage|Arcane Release}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Harmonious Spellstrike}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=3<br />
|extra1_5=3<br />
|extra1_6=3<br />
|extra1_7=3<br />
|extra1_8=3<br />
|extra1_9=3<br />
|extra1_10=4<br />
|extra1_11=4<br />
|extra1_12=4<br />
|extra1_13=4<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spellcasting ====<br />
<br />
As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br />
<br />
;Cantrips<br />
<br />
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Savant table.<br />
<br />
;Spellbook<br />
<br />
At 1st level, you have a spellbook containing four 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br />
<br />
;Preparing and Casting Spells<br />
<br />
The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these 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.<br />
<br />
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your Savant level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.<br />
<br />
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier<br />
Spell attack modifier = your proficiency bonus + your Intelligence modifier<br />
<br />
;Spellcasting Focus<br />
<br />
You can use a simple or martial weapon as a spellcasting focus for your wizard spells. This focus only can function for a Savant using their spellbook and does not translate for wizard spells or any other school of magic. When used in this way, a Savant may use their weapon for Somatic Components, as well as Material Components that's cost does not exceed that of the weapons.<br />
<br />
;Learning Spells of 1st Level and Higher<br />
<br />
Each time you gain a Savant level, you can add one wizard spell of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Savant table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). <br />
<br />
==== Fighting Style ====<br />
<br />
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Defense<br />
<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Focused<br />
<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with cantrips.<br />
<br />
;Great Weapon Fighting<br />
<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Two-Weapon Fighting<br />
<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Spellstrike ====<br />
<br />
At this point in the Savants development and dabbling, they have learned the ability to manifest arcane within their martial attacks, unleashing a display of finesse that a focused sage or knight could never perform.<br />
<br />
When you reach 2nd level, you gain the ability to cast a cantrip as a bonus action when you declare a melee or ranged weapon attack. If the spell requires an attack roll to be made, you instead use the attack roll for the weapon attack, meaning either both miss or both hit at the same time. Critical hits double all dice damage involved like normal. If the cantrip has an area, the target becomes the center of the area. If the cantrip requires a saving throw, they will need to roll only if the weapon attack hits. <br />
<br />
==== Savant Archetype ====<br />
At 3rd level, you chose a Savant Archetype. Choose between Red Mage, Gestalt, or Spelldancer, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at levels 7, 11, and 15.<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Improved Spellstrike ====<br />
<br />
At this point you have significant training and experience in both using spells as well as weaving in attacks. Having practiced on spells that are far easier to perform, your ability to combine arcane and martial might has unlocked your true potential.<br />
<br />
When you reach 5th level, you may use level 1 spells when performing a Spellstrike. In addition, you may use level 2 spells upon reaching 8th level, level 3 spells at 11th level, level 4 spells at 14th level, and level 5 spells at 17th level. <br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Synchronization ====<br />
<br />
A Savant of this caliber has become adept at combining his spell and blade works to the point where he may unleash a follow up cantrip in a secondary attack.<br />
<br />
When you reach 10th level, when using the Extra Attack feature and the Spellstrike feature, you may use a Cantrip on the Extra Attack as per the Spellstrike feature. This can only be performed if you have used a level 1 spell slot or higher on the initial attack.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn. The third attack may not benefit from the Synchronization feature. <br />
<br />
==== Arcane Release ====<br />
<br />
Seeing their full potential realized, a Savant has unlocked the limitations once upon her when she spins the weave of magic within her bladecraft.<br />
<br />
When you reach 18th level, when you use Synchronization, you may use any level spell slot available to you instead of being limited to only a Cantrip.<br />
<br />
==== Harmonious Spellstrike ====<br />
<br />
The peak of a Savant's mastery over sword and sorcery, her body and mind as one as her ability to sling spells is no longer one step behind her martial arts.<br />
<br />
When you reach 20th level, you may use Synchronization for all three attacks when using the Extra Attack feature.<br />
<br />
=== Red Mage ===<br />
<br />
Some Savant's like to take their ability to dabble in a little bit of everything to the next level. A Red Mage is a master of none, but a jack of all trades. Having opted in to not specialize and instead growing to become learned in not just the arcane, but even divine arts.<br />
<br />
A Red Mage gains an additional skill proficiency of their choice.<br />
<br />
;{{#anc:Dabbler}}<br />
<br />
When you reach 3rd level, when choosing a spell to learn, she may choose any spell level she knows from the Cleric spell list and add it to her Savant spellbook in place of a Wizard spell. <br />
<br />
;{{#anc:Crimson Knight}}<br />
<br />
As you take on the aspects of multiple pursuits and professions, you have learned to maneuver in more restrictive armors.<br />
<br />
When you reach 7th level, you gain proficiency in Medium armor. If you are already proficient, gain the Medium Armor Mastery feat. <br />
<br />
;{{#anc:Jack of All Trades}}<br />
<br />
The abundant dabbling of the Red Mage has allowed her to become adept in many various situations.<br />
<br />
When you reach 11th level, you may add half your proficiency to any skill you are not proficient in.<br />
<br />
;{{#anc:Dual Casting}}<br />
<br />
A Red Mage no longer needs the supplement of her swords as a focus to be able to swiftly release her spells.<br />
<br />
When you reach 15th level, you may cast another spell as a bonus action, granted it only requires a single Action to cast.<br />
<br />
=== Gestalt ===<br />
<br />
A warrior that takes the disciplined path of both might and magic, the Gestalt is a scion of balance in all things. A more strict and forthright choice, she takes on both aspects of knight and scholar to the fullest of her ability.<br />
<br />
You gain proficiency in Medium armor. <br />
<br />
;{{#anc:Sword and Sorcery}}<br />
<br />
Honing your skills on both Arcanum and blade, you have learned to press your strengths on both fronts.<br />
<br />
When you reach 3rd level, your weapon attacks and cantrips deal an additional 2 damage. This bonus increases by +1 at 7th, 11th, and 15th level.<br />
<br />
;{{#anc:Living Bulwark}}<br />
<br />
You have grown accustomed to the heavier set armors so much so it allows you to perform your talents even while hindered by the most encumbering of metal.<br />
<br />
When you reach 7th level, you gain proficiency in Heavy armor. If you are already proficient, gain the Heavy Armor Master feat. <br />
<br />
;{{#anc:Multiattack}}<br />
<br />
Beginning at 11th level, you gain one of the following features of your choice.<br />
<br />
;Volley<br />
<br />
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.<br />
<br />
;Whirlwind Attack<br />
<br />
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.<br />
<br />
;{{#anc:Twinned Spellstrike}}<br />
<br />
As you have developed in the efficacy of your martial prowess, so too has your arcane expenditures lessened.<br />
<br />
Beginning at 15th level, whenever you use the Spellstrike feature, if your Extra Attack hits a separate target, you may use the same spell without expending a spell slot on the second attack.<br />
<br />
=== Spelldancer ===<br />
<br />
The swift yet subtle way a Spelldancer performs their magical dervishes can captivate and decimate a battlefield. Combining not only their ability to manifest spells and swordplay, but the art of the dance alongside it allows her to fully express oneself on the battlefield.<br />
<br />
You gain proficiency in the Perform skill. In addition, your proficiency bonus is doubled whenever you use the Perform skill while dancing. <br />
<br />
;{{#anc:Spelldance}}<br />
<br />
The quintessential aspect of the Spelldancer is the art of the dance itself, in conjunction with her arcane spellweave and martial arts.<br />
<br />
When you reach 3rd level, you may use a bonus action to roll perform if it used for beginning a dance. In addition, while you maintain your dance, it no longer requires a bonus action to perform a Spellstrike.<br />
<br />
;{{#anc:Staccato}}<br />
<br />
The significance of symmetry in the dance has become prominent in not only your footwork, but in combat as well.<br />
<br />
Beginning at 7th level, when performing a Spellstrike during a dance, you may also use it on your bonus action attack used by dual wielding. <br />
<br />
;{{#anc:Crescendo}}<br />
<br />
In the midst of your performance, you are able to truly capture your audience in breathtaking fashion.<br />
<br />
When you reach 11th level, you may roll a Perform check while already amidst your dance as an action. In doing so, all targets within range (10 feet + Perform checks result, round down), must roll a Charisma Saving throw equal to your spellcasting DC, or be stunned until the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.<br />
<br />
;{{#anc:Finale}}<br />
<br />
The last step to a performers development is to know when to end their display in the most desirable fashion.<br />
<br />
When you reach 15th level, you may choose to end your performance. In doing so, gain the Extra Attack feature again, but it is instead used for your bonus action attack. This attack may benefit from the Synchronization feature. <br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Savant class, you must meet these prerequisites: Str 13, Dex 13, Int 13<br />
<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light Armor, Simple Weapons, Simple Weapons, Martial Weapons, Shields<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]</div>Artimaeushttps://www.dandwiki.com/w/index.php?title=Psycher_(5e_Class)&diff=1192505Psycher (5e Class)2019-07-09T00:14:55Z<p>Artimaeus: Created page with "== Psycher == A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the..."</p>
<hr />
<div>== Psycher ==<br />
<br />
A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.<br />
<br />
=== Introduction ===<br />
<br />
Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic just north of the, now city, of Nightstone. And the Zone was spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. But the Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone.<br />
<br />
=== Creating a Psycher ===<br />
<br />
When creating a Psycher, it is key to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their relatively feeble body, or charisma to assist influencing others when their powers aren't doing the talking. Even a moderate to high wisdom may be recommended to help shield the Psychers mind, as their ability to understand the world around them has left it vulnerable. <br />
<br />
{{5e Class Features<br />
|name=Psycher<br />
|summary=<br />
|hd=6<br />
|spellcasting=<br />
|armor=none<br />
|weapons=simple<br />
|tools=none<br />
|saves=Intelligence, Charisma<br />
|skills=Select two of the following: Arcana, Deception, History, Investigation, Performance, Persuasion<br />
|item1a=a quarterstaff<br />
|item1b=a dagger<br />
|item1c=<br />
|item2a=a medicine kit<br />
|item2b=an alchemist fire<br />
|item2c=<br />
|item3a=a scholar’s pack<br />
|item3b=an explorer’s pack<br />
|item3c=<br />
|item4a=<br />
|item4b=<br />
|item4c=<br />
|wealth=100 Gold<br />
|classfeatures1={{inpage|Parapsychic Ability, Power Points}}<br />
|classfeatures2={{inpage|Manifest Specialization}} <br />
|classfeatures3={{inpage|Specialization Feature}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|-}}<br />
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|classfeatures7={{inpage|-}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|-}}<br />
|classfeatures10={{inpage|Neural Inspiration}}<br />
|classfeatures11={{inpage|-}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|-}}<br />
|classfeatures14={{inpage|Specialization Feature}}<br />
|classfeatures15={{inpage|-}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Null Zone}}<br />
|classfeatures18={{inpage|Specialization Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Psionic Ascendant}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=Manifestations<br />
|extra1_1=2<br />
|extra1_2=3<br />
|extra1_3=3<br />
|extra1_4=3<br />
|extra1_5=4<br />
|extra1_6=4<br />
|extra1_7=4<br />
|extra1_8=4<br />
|extra1_9=5<br />
|extra1_10=5<br />
|extra1_11=5<br />
|extra1_12=5<br />
|extra1_13=6<br />
|extra1_14=6<br />
|extra1_15=6<br />
|extra1_16=6<br />
|extra1_17=7<br />
|extra1_18=7<br />
|extra1_19=7<br />
|extra1_20=7<br />
|extra2_name=Power Points<br />
|extra2_1=5<br />
|extra2_2=7<br />
|extra2_3=11<br />
|extra2_4=15<br />
|extra2_5=20<br />
|extra2_6=25<br />
|extra2_7=31<br />
|extra2_8=37<br />
|extra2_9=44<br />
|extra2_10=51<br />
|extra2_11=59<br />
|extra2_12=67<br />
|extra2_13=76<br />
|extra2_14=85<br />
|extra2_15=95<br />
|extra2_16=105<br />
|extra2_17=116<br />
|extra2_18=127<br />
|extra2_19=139<br />
|extra2_20=151<br />
}}<br />
<br />
==== Parapsychic Ability ====<br />
<br />
A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the list below. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to double their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.<br />
<br />
<br />
==== Manifest Specialization: ====<br />
At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.<br />
<br />
<br />
==== Ability Score Increase ====<br />
<br />
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
<br />
==== Neural Inspiration ====<br />
<br />
A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.<br />
<br />
<br />
==== Null Zone ====<br />
<br />
There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 60-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.<br />
<br />
<br />
==== Psionic Ascendant ====<br />
<br />
You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. During this time, you are immune to damage. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.<br />
<br />
<br />
=== Kineticist ===<br />
<br />
As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.<br />
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Gain 1 Kineticist Manifested Power.<br />
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;{{#anc:Power Boost}}<br />
When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 11.<br />
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;{{#anc:Duality}}<br />
A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations.<br />
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;{{#anc:Kinetic Bulwark}}<br />
Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier which protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest, and last up to one minute or until destroyed. A barrier can withstand up to 50 points of damage until it is destroyed.<br />
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'''Cryokinesis:''' Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked, the attacker takes 5d4 cold damage.<br />
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'''Pyrokinesis:''' Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked, the attacker takes 4d6 fire damage.<br />
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'''Electrokinesis:''' Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Constitution save or become Paralyzed until the end of their next turn.<br />
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'''Telekinesis:''' A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.<br />
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'''Photokinesis:''' You surround yourself in an aura of light roughly five feet in diameter. During this time, you give off bright light like the Sun and you recover 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead, the undead attacker takes 5d10 Radiant damage.<br />
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'''Gravikinesis:''' Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time, creatures within sixty feet of you suffer from difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on an Intelligence saving throw or share half the damage it dealt. This cannot be reduced in any way.<br />
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;{{#anc:Elemental Triplicate}}<br />
Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 25 Power Points. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are only consumed once.<br />
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;{{#anc:Master of the Elements}}<br />
The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate two Kineticist powers in one action. After paying the activation cost, the power gains the maximum Power Points that can be spent at no additional cost.<br />
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=== Psychomancer ===<br />
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As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.<br />
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Gain 1 Psychomancy Manifested Power.<br />
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;{{#anc:Font of Energy}}<br />
When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11.<br />
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;{{#anc:Meta-Psychic}}<br />
A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:<br />
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'''Heightened:''' Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.<br />
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'''Subconscious:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.<br />
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'''Overchannel:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.<br />
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'''Extend:''' Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power. This may stack. Each time you apply Extend, it doubles the new duration.<br />
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;{{#anc:Augment Reality}}<br />
Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.<br />
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'''Aura Masking:''' Obfuscate the surrounding area, as per Hallucinatory Terrain.<br />
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'''Empathic Projection:''' With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.<br />
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'''Telepathy:''' Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.<br />
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'''Mind Spike''': Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.<br />
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'''Auspex:''' Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.<br />
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'''Precognition:''' Receive brief insight into the possibilities into the near future, as per Divination.<br />
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;{{#anc:Genius, or Madman?}}<br />
At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 25 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 psychic damage and your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.<br />
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;{{#anc:Unlimited Potential}}<br />
Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.<br />
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=== Somatic Expert ===<br />
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Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.<br />
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Gain 1 Somatic Manifested Power.<br />
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;{{#anc:Focused Disciple}}<br />
When you reach 2nd level, Somatic Experts choose one Somatic Manifested Power. That Manifested Power gains an additional 3 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. Upon reaching level 11, you may choose a second Manifested Power, or increase the bonus to 6.<br />
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;{{#anc:Psionic Warrior}}<br />
A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, a Somatic Expert gains the following:<br />
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Spend 5 Power Points. Gain Intelligence to AC, Temporary HP equal to the remainder of your Power Points, and the ability to attune to any non-magical weapon. Once attuned, the weapon counts as a +1 weapon that deals an extra 1d6 Psychic damage and score a critical hit on a 19 or 20. This bonus lasts for 1 minute, though once attuned, a Psionic Weapon stays enhanced until the Somatic Expert attunes to a new weapon.<br />
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;{{#anc:Biopsychosocial}}<br />
Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.<br />
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'''Eagle Eye:''' Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.<br />
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'''Psionic Speed:''' Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.<br />
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'''Adrenaline Surge:''' Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.<br />
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'''Vitality Transfusion:''' Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.<br />
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'''Translocation:''' You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.<br />
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'''Diamond Soul:''' Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.<br />
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;{{#anc:Psyblade Master}}<br />
Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 25 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.<br />
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;{{#anc:Phase Shift}}<br />
Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.<br />
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=== Manifestation List ===<br />
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;Kineticist Manifestations:<br />
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'''Cryokinesis:''' The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a 2d4+Int blast of ice at a single target within 60 feet. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or freeze the target to slow movement speed by half until the end of the next round by using 1 point.<br />
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'''Pyrokinesis:''' The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6+int damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.<br />
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'''Telekinesis:''' The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained, and you may move them up to 30 feet at the end of your turn if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.<br />
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'''Electrokinesis:''' The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 60 feet, dealing 1d8+int, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.<br />
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'''Photokinesis:''' The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 power point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d8+Int Radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d8 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.<br />
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'''Gravikinesis:''' The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 30 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the distance and fall speed by 30 feet per point, or an additional target per point.<br />
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;Psychometry Manifestations:<br />
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'''Aura Masking:''' The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 1 per point, or increase the manifestation to Greater Invisibility by spending 5 Power Points per target.<br />
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'''Empathic Projection:''' The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 1 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 10 points per target.<br />
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'''Telepathy:''' The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.<br />
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'''Mind Spike:''' The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.<br />
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'''Auspex:''' The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.<br />
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'''Precognition:''' The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.<br />
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;Somatic Manifestations:<br />
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'''Eagle Eye:''' The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the finesse condition. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Dexterity-based melee or ranged weapons, and a +1 bonus to AC. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.<br />
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'''Psionic Speed:''' The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.<br />
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'''Adrenaline Surge:''' The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +4 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +2 per point, or extend the duration by 1 round per point.<br />
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'''Vitality Transfusion:''' The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. Heal 1 target within 60 feet 1d8+Int, which does not affect constructs or undead. You may spend additional points to increase this bonus by 1d8 per point, or an additional target per point.<br />
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'''Translocation:''' The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.<br />
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'''Diamond Soul:''' The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.<br />
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=== Multiclassing ===<br />
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<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
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'''Prerequisites.''' To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13<br />
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'''Proficiencies.''' When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons<br />
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