Scout
Scout
Art of the Con
Scouts often make their living through underhanded and often illegal activities; that’s not to say that all are criminals, and many spies, diplomats, and even entertainers make up their ranks. For those who do revel in the thrill of the con, severity and morality of these grifts vary but are ultimately relative compared to the void’s infinite horrors and wonders. To the scout what matters is getting to the next day and making that day brighter for yourself, and that often means stringing someone along for a while. Cons and scams are a true artform that require dedication to the craft and a powerful personality. Scouts may take up a permanent job as a smuggler or a thief, work in a gang ranging from the streets to small empires, or they may freelance for themselves. What matters is that at the end of the day the marks are none the wiser and the scout comes out on top.
Experts & Aces
Scouts often find themselves on voidrunner crews. These spacefarers are rarely monoliths and it’s common for scouts to be the heart of a crew, making jokes and running the authorities in circles. Often once they become fully integrated into a crew they make every effort to scam for the group’s benefit as well, fighting the greater evils or just glad to make their favorite crewmate smile. In combat the scout is a wildcard, always challenging the odds with unexpected plays and audacious wordplay— putting one on comms is a surefire way to sow chaos in the enemy ranks and take advantage of it in the same breath. Scouts are willing to fight dirty as they outmaneuver, out talk, and outwit their enemies. They’re quick, smart, and when necessary can put an old fashioned shot right between an enemy’s eyes.
Creating a Scout
Scouts are charismatic but it takes real dedication to learn their tricks. When creating your scout it’s important to consider how and why they chose this life. Did you grow up in abject poverty and have to hustle your way up? Or do you come from a noble background, at home in high society? Perhaps you work for the authorities as a secret agent or cunning ambassador? Maybe you were taken under the wing of a master con artist or smuggler who taught you everything you know.
There are all sorts of reasons scouts join voidrunning crews—to make a quick buck, to stick it to the authorities, or maybe just to keep seeing new worlds in their viewports. But why does your scout do it? What are their ultimate goals in life? Even being in it for the money has an end. Do they want to settle down somewhere eventually with their riches? Or do they con for the love of the game? Do they do it for their companions, or for their government? For someone back home? Or do they have a real home at all?
Exactly what type of scout you choose to be should have a big impact on your adventurer. Is your scout a scoundrel? Driven by a need for independence and freedom? Or maybe your scout is a miscreant, a thorn in society’s side hoping to break down the system? It’s also important to ask how you’ve been living up until now. Have you been steadily building up an illicit business or scheme? Have you been living on the run? What friends or enemies have you met along the way—who recognizes your real face and how would they react if they saw it?
Table: Scout
Level |
Proficiency |
Features |
Clever Tricks |
Maneuvers |
Maneuver |
1st |
+2 |
Dastardly Gambit (d6), Fortunate Defense, Clever Tricks |
1 |
— |
— |
2nd |
+2 |
Dirty Fighting, Reliable Flimflam, Combat Maneuvers |
1 |
2 |
1st |
3rd |
+2 |
Scout Archetype |
2 |
2 |
1st |
4th |
+2 |
Ability Score Increase |
2 |
3 |
1st |
5th |
+3 |
Dastardly Gambit (d8), Extra Attack |
3 |
3 |
1st |
6th |
+3 |
Archetype feature, Font of Falsehood |
3 |
3 |
1st |
7th |
+3 |
Twisted Thinking |
4 |
4 |
2nd |
8th |
+3 |
Ability Score Increase |
4 |
4 |
2nd |
9th |
+4 |
Lucky Devil (one use) |
5 |
4 |
2nd |
10th |
+4 |
Dastardly Gambit (d10), Fake It Until You Make It |
5 |
5 |
2nd |
11th |
+4 |
Shift Approach |
6 |
5 |
2nd |
12th |
+4 |
Ability Score Increase |
6 |
5 |
2nd |
13th |
+5 |
Lucky Devil (two uses) |
7 |
6 |
3rd |
14th |
+5 |
Archetype Feature |
7 |
6 |
3rd |
15th |
+5 |
Dastardly Gambit (d12) |
8 |
6 |
3rd |
16th |
+5 |
Ability Score Increase |
8 |
7 |
3rd |
17th |
+6 |
Lucky Devil (three uses) |
9 |
7 |
3rd |
18th |
+6 |
Sheer Audacity |
9 |
7 |
3rd |
19th |
+6 |
Ability Score Increase |
10 |
8 |
4th |
20th |
+6 |
The Longest Con |
10 |
8 |
4th |
CLASS FEATURES
As a scout, you gain the following class features.
Hit Points
Hit Dice: 1d8 per scout level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scout level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons, starship weapons
Tools: Computers, disguise kit, hacking tools, thieves’ tools, space vehicles, and one gaming set of your choice.
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Culture, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
Equipment
You begin the game with 250 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
-
Smooth Operator’s Kit (cost 228 credits): Bug (audio only), concealed pistol (40 shots of ammunition), fine clothes, flask of strong liquor, masterwork playing card set, 2 smoke grenades
-
Street Fleecer’s Kit (cost 247 credits): Backpack, blaster (20 charges of ammunition), canvas armor, styx (1 dose), thieves’ tools, vibroknife
-
Void Grifter’s Kit (cost 228 credits): 3 data wafers, personal communicator, jolt pistol (40 charges of ammunition), stun stick, synthweave armor with integrated grappling hook, thieves’ tools
Dastardly Gambit
At 1st level, you have an infuriating ability to distract, goad, or otherwise throw your opponents off their game at just the right moment. This takes the form of a Dastardly Gambit die, a d6. When a creature that can hear or see you or a device you are piloting makes an ability check, attack roll, or saving throw, you can use your reaction to expend a use of Dastardly Gambit, rolling a Dastardly Gambit die and subtracting the number rolled from the creature’s roll.
You can choose to use this feature after the creature makes its roll. You have a number of Dastardly Gambit dice equal to your Charisma modifier (minimum one). You regain any expended Dastardly Gambit dice when you finish a long rest.
At 5th level your Dastardly Gambit die increases to a d8, at 10th level it increases to a d10, and at 15th level it increases to a d12.
Fortunate Defense
Your ability to survive deadly encounters through sly maneuvering or dumb luck is extraordinary. At 1st level, choose one of the following options.
Artful Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Sly Defense
While you are wearing light armor, you replace your Dexterity modifier with your Charisma modifier for AC.
Clever Tricks
At 1st level, your ability to befuddle and outplay your opponents has risen to an art form. You learn one clever trick of your choice. Your clever tricks are detailed at the end of the class description. The Clever Tricks column of the Scout table shows when you learn more clever tricks. Some clever tricks have requirements, such as minimum scout level, class feature, or another trick. You must meet those requirements before you choose that trick. If you should learn a bonus trick, it does not count against your clever tricks known.
Some of your clever tricks require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Clever tricks save DC = 8 + your proficiency bonus + your Charisma modifier
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in one combat tradition from the following list: Ace Starfighter, Biting Zephyr, Mist and Shade, or Rapid Current. You learn two maneuvers of your choice from tradition you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Scout table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.
Scout Archetype
At 3rd level, choose one scout archetype. Though you are familiar with all sorts of tricks and grifts, your archetype represents your most practiced techniques and styles. You gain benefits from your archetype at 3rd level, and further features at 6th and 14th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Extra Attack
At 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Archetype Feature
At 6th level you gain another archetype feature.
Font of Falsehood
Starting at 6th level, you regain all expended Dastardly Gambit dice whenever you finish a short rest.
Twisted Thinking
Beginning at 7th level, your mind is so used to double-think and twisted schemes that those that try to invade it find a resilient mental labyrinth. You gain an expertise die on Intelligence, Wisdom, and Charisma saving throws. In addition, when you are subjected to an effect that allows you to make an Intelligence, Wisdom, or Charisma saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Lucky Devil
Starting at 9th level, things have a way of working out for you. Whenever you roll a d20 for an ability check, attack roll, or saving throw, you may immediately roll again and take the new result. You may wait until after a die is rolled before deciding to use this ability, but you must decide before the Narrator says whether the roll succeeds or fails.
You gain an additional use of this feature at 13th level and a third use starting at 17th level. You regain all spent uses of this feature whenever you finish a short rest
Fake It Until You Make It
At 10th level, you can bluff your way through practically anything by projecting confidence, educated guessing, and sharing a few memorized talking points. You can always choose to use Charisma when making an ability check using a skill or tool you aren’t proficient with
Shift Approach
Beginning at 11th level, you’ve had enough experiences with your gambits going badly that you know the signs and how to quickly shift your approach. Whenever you roll the Dastardly Gambit die and the result is a 1 or 2, you may immediately reroll the die and must use the new roll, even if the new roll is a 1 or 2.
Archetype Feature
At 14th level you gain another archetype feature.
Sheer Audacity
Starting at 18th level, your dastardly gambits have gotten so bold and so ridiculous that your enemies are often left completely stunned at your sheer audacity. Whenever you use Dastardly Gambit to reduce a creature’s roll it makes a Wisdom saving throw against your clever tricks save DC. On a failed save the creature is stunned until the beginning of its next turn or until it takes damage. Once a creature makes a successful save against this feature it is immune to your Sheer Audacity for the next 24 hours.
Master Plan
At 20th level you’ve developed mind games within mind games and your plans run deep. You may spend a point of inspiration to reveal your master plan as an action. When your master plan is revealed, describe a theoretically possible sequence of events that has led to a suddenly revealed boon for you and your allies, however implausible. Some examples include:
- An underling working for the villain was actually your friend working undercover this entire time.
- That the important item the enemy just got away with was actually a fake, only to reveal the real item.
- That a character was actually a different character in disguise, only to reveal the real character.
This feature is highly subject to the Narrator’s discretion, and you should discuss your master plan with the Narrator before activating this feature and revealing it. Your story can be implausible but not impossible, and you must fully explain a reasonable rationale for how such a con was possible in your reveal. Once the Narrator approves of your changes and you reveal your master plan, your story becomes reality, potentially even retroactively changing events. Once you use this feature, you cannot use it again until you spend at least a week resting in a safe haven to plan out your next master plan.
Clever Tricks
If a clever trick has prerequisites, you must meet them to learn it. You can learn the art at the same time that you meet its prerequisites. A level prerequisite refers to your scout level.
Aggressive Retreat
Requirement: 9th level
Sometimes the best offense is saving your own skin while returning fire. Whenever you take the Disengage action, Sprint action, or make the Evasive Maneuvers starfighter maneuver, you may also make a single ranged attack as a part of that action.
Back Channel Gear
While in a city, spaceport, or any area with access to backchannel markets, you can use your contacts to acquire weapons or any item from the Security, Clothing, or Survival Gear tables at half the normal cost. If you publicly utilize or attempt to resell items acquired in this way, at the Narrator’s discretion you may attract the attention of local law enforcement.
Beast Tricks
When it comes down to it, trapping a beast isn’t that much different from fleecing a mark. You gain proficiency in Animal Handling. In addition, you can always choose to use Charisma when making Animal Handling checks, and when making Survival checks for hunting or the Hunt and Gather journey activity.
Buddy Hijinks
Your options open up when you have a friend or a willing patsy. Whenever you are back to back with an ally and either you or your ally is targeted by an attack, you can choose to swap the target between you or your ally.
Bully
You can really get an edge in situations where you’re able to gang up on one target. While you are flanking a target, you can use a bonus action to attempt to bully and distract it. The target makes a Charisma saving throw or one creature of your choice also flanking the target may make an attack of opportunity against it.
Card Shark
Games of chance are your method of choice for separating fools from their money. You gain proficiency with all gaming sets. In addition, you gain an expertise on Sleight of Hand checks made to cheat.
Carefree
Stress seems to roll right off you and you know how to really enjoy the downtime. You have advantage on saving throws made to resist strife or mental stress effects. In addition, you have advantage on checks made for the Destress journey activity.
Coin Biter
With some thorough inspection you can determine if just about anything is genuine and how much it is worth. As an action you can accurately determine if an object you can both see and touch is authentic or a replica, and you can roughly determine how much it costs.
Crowd Diver
Once you dive back into the streets you disappear into the crowd. You have advantage on Stealth checks made in crowded or densely populated areas.
Dastardly Devil
Requirement: 9th level
Your devilish luck spills over to your charm. Whenever you use Lucky Devil to reroll a die that would add your Dastardly Gambit die, you may choose to reroll the Dastardly Gambit die as well.
Dastardly Flying
Goading misdirects can be just as effective as skilled piloting. While piloting a starfighter you may spend Dastardly Gambit dice as if they were exertion points to perform starfighter maneuvers.
Digital Angler
You can be anyone online, and with enough effort your fake online personality can be very persuasive. If you spend at least a week with regular access to an online network, you can catfish a random stranger and convince them to perform one of the following actions:
- Be at a location at a certain time (that they could reasonably access).
- Pay you 6d6 credits.
Alternatively, you can attempt to catfish a specific target connected to the network. If you do, at the end of the week of catfishing the target makes a Charisma saving throw against your clever tricks save DC. On a failed save the target performs one of the listed actions as normal or a small favor it is capable of performing, such as leaving a specific door unlocked for you, telling you something confidential, or absolving a minor crime. The exact nature of this favor is at the Narrator’s discretion but should be limited to something a person would conceivably do for a friend they met online.
Once you convince or attempt to convince a target to do something in this way, you must spend another week catfishing before you can do so again.
Divine Appeal
Holy men are often flush with cash so why not get in on the racket? You gain proficiency in Religion. In addition, you gain an expertise die on checks made to convince others of your faith (regardless of your actual beliefs).
Duct Rat
The first thing a good scout does on a large ship is learn all the ducts, back passages, and hiding places—spaces people rarely think to barricade. When you move between decks you can take back passages to move to barricaded decks without breaching them. When you do so, willing creatures can use their reactions to follow you.
Extra Dastardly
With a bit of practice you’re just that much more clever and underhanded. You gain one Dastardly Gambit die (in addition to those gained from your Charisma modifier). This clever trick may be selected more than once, up to a maximum number of times equal to your proficiency bonus.
False Identities
When a badge demands your papers it’s always nice to have a name to give them. By spending 1 hour of uninterrupted work you can make fraudulent versions of all the appropriate legal documentation needed to prove that you or someone else is a completely different person. You may choose the name and any specifics of these false identities. Creatures can determine that your documentation is fraudulent by succeeding on an Investigation check made against your clever tricks save DC.
Filch
With disguised or lightning fast movements you snag something or slip something into a pocket.
When a creature is within your reach, you can use your reaction to make a Sleight of Hand check against it.
First Impressions
A good first impression can make all the difference and you’ve put a lot of effort into making the best of first meetings. You gain an expertise die on Charisma checks relating to creatures you are meeting for the first time for up to 1 minute after your first interaction.
Glass to Diamond
There’s a sucker born every minute. You gain an expertise die on checks made to haggle or convince a creature that something is more valuable than it actually is.
Graceful Misdirect
You misdirect incoming danger at the last possible moment. When you are hit by an attack, you may roll one of your Dastardly Gambit dice, reducing the damage dealt by twice the result.
Hammy Tragedian
When you are hit by an attack you can use your reaction to pretend to die. When you do so, you scream, gurgle, and perhaps utter a few poignant final words before falling prone and appearing to die. So long as you remain in the space where you seem to die creatures believe you to be dead. While playing dead in this way you can perform minor actions without breaking your ruse such as retrieving or stowing items, applying medical aid, or reloading weapons. Creatures can see through your ruse by using an action to interact with you directly, if their passive Perception score is equal to or higher than your clever tricks save DC, or if they similarly succeed on a Perception check against your clever tricks save DC. You can cease playing dead at any time. Once a creature sees you die and revive from your faked death it is immune to this feature’s effects for the next 24 hours.
Handcuff Fighting
You know how to handle yourself even when they’ve got a hold of you, and a pair of cuffs can be an excellent weapon if you know what you’re doing. You ignore the following penalties that are normally incurred by the restrained condition:
- Attacks made against you do not have advantage due to the restrained condition.
- Attacks you make do not have disadvantage due to the restrained condition.
Hidden Threat
You can artfully hide or disguise weapons. Over the course of a long rest you can add the concealed weapon augment to a light melee or light ranged weapon in your possession at no cost.
Hotwiring
All it takes is a little rewiring to take the perfect ride as your own. While inside an inactive vehicle or starfighter you can use an action to begin hotwiring it, creating a fast countdown pool using 5d6. At the end of each of your turns that you spend hotwiring, roll these dice and remove any with a result of 4–6. When there are no more dice remaining in the countdown pool the device is successfully hotwired, and any creature can pilot it even if it normally requires a key, password, or other security measure.
Improvised Decoy
The guard triumphantly tackles you only to discover that they’ve arrested a garbage bag wearing your hat. As an action you can hastily construct an improvised decoy in an adjacent space out of whatever materials you have on hand, often incorporating an article of your clothing but not requiring one. Any creature that did not directly observe you creating this decoy believes it is you unless they physically interact with it or succeed on a Perception check made against your clever tricks save DC. Once you have fooled a creature with an improvised decoy it is immune to this feature’s effects for the next 24 hours.
Insult the Hidden
With enough provocation you can force more insecure infiltrators to reveal their position. As an action you can spend a Dastardly Gambit die to make vicious insults directed at any potential hidden hostile creatures. Any creatures currently hidden from you that can hear you and that can understand you makes a Charisma saving throw. On a failed save creatures respond to your insults and are no longer hidden. Once you have used this feature against a creature it is immune to this feature’s effects for the next 24 hours.
Junk Flier
A flying hunk of junk just needs the right handling to really soar. Through a light touch and clever workarounds you can repair a critical malfunction of a deck you are crewing as an action. Repairs you make in this way are only temporary fixes and are suffered again if not repaired properly after 8 hours. Once you repair a critical malfunction using this feature you cannot do so again until you finish a long rest.
Make it Happen
Requirement: 5th level
You know how to force the issue with an extra layer of charm or effort. Whenever you would roll your Dastardly Gambit die, you may expend an additional Dastardly Gambit die to treat it as if it rolled the maximum possible result.
Nobody’s Fool
It takes one to know one, and you know when somebody is trying to pull one over on you. You gain proficiency in Insight. In addition, you may always choose to use Charisma when making Insight checks.
Pressing Bravado
With enough bluster you can take ground even without the strength to back it up. Whenever you take the Press the Attack action, the target creature makes a Charisma saving throw. On a failure, attacks made against you until your next turn only gain an expertise die (instead of advantage).
Pull the Pin
Requirement: 11th level
How kind of your enemies to bring their own petards for hoisting! You can attempt to activate an explosive worn or held by a target adjacent creature or device as a bonus action. The target makes a Dexterity saving throw or the explosive is activated and detonates (centered on the target) at the end of your turn.
Pyramid Scheme
Why take on risk when you can convince other people to do it for you? You can perform the Rob journey activity even in regions that would not normally allow it so long as you have a connection to an open network. In addition, you suffer no negative effects from critical failures for Rob journey activities made in this way.
Quick Change
Either through physical currency or quick digital transfers you can fluster the other person in a transaction so that you end up on top. You can attempt to scam a creature when you make a purchase from it. If you do, the creature makes an Intelligence saving throw against your clever tricks save DC or you steal a number of credits equal to your 1d12 × your proficiency bonus. On a successful save you don’t steal anything but the confusion is passed off as a mistake, though on a success by 10 or more the creature realizes that you were trying a scam.
Reckless Overload
Requirement: 7th level
With just a snipped wire here and there, practically any energy weapon can make for a handy improvised explosive. As a bonus action, you can set a weapon you are holding to explode so long as it uses an energy battery or long-life battery as ammunition. Once set in this way, you may use the weapon exactly as if it were a frag grenade that detonates at the end of your turn.
Right in the Tenders
In a truly dishonorable fashion, you hit your target where it’s most vulnerable. When you hit a creature with an attack roll, you may roll your Dastardly Gambit die and add the result to the damage dealt.
Shoot First
You won’t be caught off guard and innately know when a deal is going south. When you roll for initiative you gain a bonus equal to your Charisma modifier.
Showboater
Often it all comes down to putting on a good show. You gain proficiency in Performance. In addition, whenever you need to make a Dexterity (Acrobatics) check you may instead make a Dexterity (Performance) check.
Skilled
You never know what skill will come in handy. You gain proficiency in any one skill or any two tool kits of your choice. This clever trick can be selected multiple times, each time choosing a different skill or two tool kits.
Specialized
Scouts are often full of eclectic specialities. You gain two skill specialties in two different skills of your choice. This clever trick can be selected multiple times, each time choosing two new different skill specialties in skills that have not yet been chosen in this way.
Technobabble
People will trust a fast-talker if they’re wearing a lab coat and spitting enough convincing jargon. You gain proficiency in Science. In addition, you can attempt to deceive people using scientific fast talk by making a Charisma (Science) check. Lies told in this way can only be opposed using Science (instead of Insight as normal).
Witty Repartee
You know just how to draw attention and ire. As a bonus action you can engage a creature that can hear and understand you in witty repartee. If you do, the creature’s first attack during its next turn has disadvantage unless it targets you. Once you have used this feature against a creature it is immune to this feature’s effects for the next 24 hours.
Scientist
Scientist
Framers of the Cosmos
Science and empirical data—not myth, superstition, or propaganda—was the power that brought people to the stars. It is the discipline of looking at reality and using methods of investigation to discern the hidden shape of nature’s truth, and the vast body of knowledge derived from the scientific process over the ages is incalculably vast. And precious though the accumulated knowledge is, it remains subject to question and re-examination upon every new discovery. In the profound depths of space, even the most humble voidrunner mercenaries might encounter phenomena that could rewrite scientific history.
Creating a Scientist
Knowledge is power, and it is not distributed lightly. Although science is a part of standard education in most societies, not everybody has the interest, opportunity, and skill to climb the academic ladder. As a scientist, what is your interest in your studies, and what afforded you the opportunity to learn? Maybe you were an exchange student who learned theoretical physics on a distant planet. Or did you grow up on a space station where everyday survival was more than equal to university education? Perhaps you have an extraordinary origin—such as a robot with pre-uploaded knowledge, an alien with centuries of personal experimentation, or a human from the other side of a dimensional rift.
When selecting your archetype, consider how your vocation as a scientist meets with your upbringing. How do these in turn affect your ideology? An affluent person groomed for their role as a college professor would likely be an Expert, but as a person, they could be insular and greedy or curious and empathetic. No two scientists are the same—if they were, science would never advance.
Table: Scientist
Level |
Proficiency Bonus |
Features |
Praxes |
1st |
+2 |
Scientist Archetype, Encyclopedic Knowledge, Scientific Praxis, Scrutiny |
2 |
2nd |
+2 |
Archetype Feature |
3 |
3rd |
+2 |
Academic Standing |
4 |
4th |
+2 |
Ability Score Increase |
5 |
5th |
+3 |
- |
6 |
6th |
+3 |
Archetype Feature |
7 |
7th |
+3 |
— |
8 |
8th |
+3 |
Ability Score Increase, Archetype Feature |
9 |
9th |
+4 |
Scientific Achievement |
10 |
10th |
+4 |
Archetype Feature |
11 |
11th |
+4 |
--- |
12 |
12th |
+4 |
Ability Score Increase |
13 |
13th |
+5 |
— |
14 |
14th |
+5 |
Archetype Feature |
15 |
15th |
+5 |
Glimpse of Infinity |
16 |
16th |
+5 |
Ability Score Increase |
17 |
17th |
+6 |
--- |
18 |
18th |
+6 |
--- |
19 |
19th |
+6 |
Ability Score Increase |
20 |
20th |
+6 |
Galactic Genius |
21 |
CLASS FEATURES
As a scientist, you gain the following class features.
Hit Points
Hit Dice: 1d6 per scientist level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per scientist level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: Computers, multi-scanner, space vehicles, plus one other tool
Saving Throws: Intelligence, Wisdom
Skills: Science, plus three from Animal Handling, Arcana, Culture, Engineering, History, Insight, Investigation, Medicine, Nature, and Religion
Equipment
You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
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Field Researcher Kit (cost 160 credits): Personal communicator, Personal Computing Device, duffle bag, notebook, zero-g pen, first aid kit (15 uses), antiseptic (5 uses), pistol (20 rounds of ammunition), leather armor.
-
Frontline Specialist Kit (cost 191 credits): Personal communicator, tactical clothing, tactical case, multitool, rifle (20 rounds of ammunition), riot armor.
-
Laboratory Technician Kit (cost 185 credits): Personal communicator, Personal Computing Device, backpack, TK gauntlet, jolt pistol (20 rounds of ammunition), canvas armor.
Scientist Archetype
Each scientist is inherently diverse in their own body of knowledge, yet among voidrunning scientists there are common career paths and skills. At 1st level, you choose a scientific archetype. This choice represents your specialized skill base, including how you combine scientific knowledge and the social world around you. Your archetype grants you features at 1st level and again at 2nd, 6th, 10th, and 14th level..
Encyclopedic Knowledge
At 1st-level you gain an expertise die on all Science checks and for you expertise dice in the Science skill can be upgraded to d12, exceeding the usual limit on expertise dice. In addition to your personal wealth of information, you also know how to quickly scour digital databases to find whatever answer you might need. When you make a skill check related to scientific knowledge (such as those made to identify a lifeform, natural phenomenon, or technology) and you have access to a computer network, you can supplement your knowledge with the computer’s database as an action. When you do, you treat a d20 roll of 9 or lower as a 10.
Praxes
At 1st level, you have a particular means of putting your theories into practice as you discover new theories or build new inventions. Your praxes options are detailed at the end of the class description. When you gain scientist levels, you gain additional praxes of your choice, as shown in the “Praxes Known” column of the Scientist table. If you should gain bonus praxes, they do not count against your Praxes Known.
Intelligence is the ability for your scientific praxis features. You use your Intelligence whenever a praxis refers to your scientific ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a scientist feature and when making an attack roll using the Science skill.
Praxis save DC = 8 + your proficiency bonus + your Intelligence modifier
Praxis attack modifier = your proficiency bonus + your Intelligence modifier
Tools of Science
Scientists use a wide variety of high-end technology and techniques to supplement both their research and their needs as voidrunners.
You access your praxes using your tools of science, such as a medical pouch, hacking tools, or engineer’s toolbox, which are defined by your archetype. You gain proficiency in those tools. Your tools also include expendable resources which can limit the frequency with which you use certain features. If you become separated from your gear, your praxes are ineffective or unable to be used. Your features are restored to normal once you retrieve or replace your tools.
Scrutinize
At 1st level, you can apply your deep cunning to analyze enemy weaknesses. You can use a bonus action to critically assess a target you can see within 30 feet (or in space combat, within firing range of your spacecraft). When you do, you learn of any vulnerabilities that creature has.
Additionally, you can identify a specific weakness and choose one damage type. Damage of the chosen type dealt against the target increases by an amount equal to your proficiency bonus for 1 minute.
Your range for this feature increases by 30 feet at 6th, 11th, and 16th level. At 20th level your range is limited only by sight.
You have one use of this feature, gaining a second at 11th level. You regain all spent uses whenever you finish a short or long rest. Additionally, you may always use your Intelligence modifier instead of Strength or Dexterity on attack and damage rolls.
Archetype Feature
At 2nd level you gain another archetype feature.
Academic Standing
At 3rd level, you complete the final stages of your academic training. Choose one of the following features:
Doctor of Science
You have a degree (or the equivalent) from a prestigious university or other institution certifying that you have both mastered and advanced your academic field. You gain a title that reflects your erudition, such as "doctor" or a similar term from the culture that educated you. Presentation of your degree (such as on the wall in your office or a digital copy attached to your resume) may compel certain people of neutral disposition to better trust your discretion, judgment, and professional opinion. When it does, your prestige score counts as 1 rank higher.
Officer's Academy
You got your education by virtue of your proximity to a military force, where learning is not for its own sake but for the sake of the security of your people. You have a military rank and title (unless you have retired from service), potentially opening doors that would not be available to a civilian. You gain proficiency with Insight. You also gain an expertise die on opposed rolls against Intimidation checks and saves made to resist fear effects.
Renegade Innovator
Creation and discovery are more important to you than anything else, such as law, decorum, and even your personal health. During a long rest, you can use tools for crafting instead of sleeping and still receive the full benefits of the long rest. Your raw demeanor resulting from your many sleepless nights grants you an expertise die on Intimidation checks.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Archetype Feature
At 6th level you gain another archetype feature.
Scientific Leadership
Starting at 7th level, your impact in the scientific field becomes undeniable. Choose one of the following.
Crew Efficiency
As a leader on your space vessel, the organization and discipline you promote among the crew helps ensure safety and camaraderie. You gain an expertise die on Intimidation checks. Crew members of your capital ship have advantage on saving throws and checks against critical malfunctions.
Loyal Interns
Your unique genius inspires a cohort of interns who are dedicated to learning under you, and they are willing to put in the work for their on-the-job education. You gain the service of an aspiring scientist or a number of cadets equal to your proficiency bonus. If one of these followers leaves your service, your mystique attracts replacements within one month.
Science Communicator
You regularly reach out to the public to share what you know, including recordings or transcripts of your lectures, reflections, and interviews. You gain an expertise die on Persuasion checks. Additionally, your Prestige score increases by 1 rank.
Archetype Feature
At 8th level you gain another archetype feature.
Scientific Achievement
At 9th level, you are granted a distinction from an important scientific group, political faction, or military force. Roll 1d6, choose, or work with the Narrator to determine the origin and nature of this distinction. As a recipient of that prize, your prestige score increases by 1, and you gain 1,000 credits.
Furthermore, choose a skill related to this achievement. You gain proficiency in that skill and an expertise die on checks made with it. For you, expertise dice in the chosen skill can be upgraded to d12, exceeding the usual limit on expertise dice.
Awarding Faction
- The Fleet.
- Scientific research organization.
- Famous charity.
- Social media icon or news outlet.
- Religious organization.
- Criminal organization.
Achievement
- Physics or Chemistry.
- Biology or Medicine.
- Information Technology or Cybernetics.
- Peacemaking or Social Justice.
- Courage or Public Service.
- "Person of the Year."
Prize
- Trophy of gold, platinum, or other precious substance.
- Medal, insignia, or ribbon.
- Portrait, bust, or statue.
- 1,000 credits cash.
- Honorary doctoral degree.
- Honorary title of nobility.
Archetype Feature
At 10th level you gain another archetype feature.
Archetype Feature
At 14th level you gain another archetype feature.
Glimpse of Infinity
At 15th level, at the risk of sounding somewhat unscientific, your deep experiences in science grant you insights some might call "mystical"—and you put them to logical use. Choose one of the following.
Alien Resonance
When communicating with a creature with which you share neither a language nor a creature type, you have advantage on Charisma checks made against that creature.
Intuit Probability
Equations of chaos and cosmic probability stream constantly through your mind. Three times between long rests, you can assess the likely results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:
- Favorable (good results likely)
- Unfavorable (bad results likely)
- Costly (both good and bad results likely)
- Inconsequential (results that aren’t especially good or bad)
This calculation does not account for possible circumstances that could change the outcome, such as making additional preparations.
Radical Interdisciplinarian
At your stage in learning, each new lesson informs the next, creating in you a cascading chain of expertise. You gain a number of additional skill specialties equal to your proficiency bonus, and an additional new specialty whenever your proficiency bonus increases.
Galactic Genius
At 20th level, your knowledge of the universe is unparalleled. You become proficient in all scientist class skills and you gain advantage whenever you use those skills. If you are already proficient in a skill, instead you gain a speciality in that skill.
Additionally you can apply your brilliance to any problem and use your Intelligence ability modifier whenever you would normally use a different ability score to make an ability check or saving throw
Scientific Praxes
If a praxis has prerequisites, you must meet them to learn it. You can learn the praxis at the same time that you meet its prerequisites. A level prerequisite refers to your scientist level.
Items produced as a result of a scientific praxis are non-standard and cannot be sold or transferred to other creatures, and cease working in the hands of anybody other than yourself.
Anti-Surveillance Ward
Prerequisite: 5th level
Once between long rests, you can ward one Large or smaller target against detection by devices for 8 hours. This creature has advantage on Stealth checks made against Constructs, and does not trigger alarms. On digital recordings and live streams, this creature is nearly invisible except for faint visual static of their general shape. Any noise they make is also replaced by static.
Applied Bioscience
Prerequisite: 6th level
You have a device that employs both radiation and nutrient-dense nanites to enable plants to grow at an unnatural speed. You can set the device to emit its payload immediately, or for a prolonged period for a long-term benefit.
You can use an action to cause all plants within 100 feet of a point you can see to grow suddenly. Vegetation in the area immediately becomes thick and overgrown. Every foot of movement a creature takes within this area costs 2 extra feet. Plant creatures instead gain temporary hit points equal to 3 × your scientist level.
Alternatively, you can monitor the device as it safely irradiates all plants in a half-mile radius over the course of 8 hours. The affected plants yield double their crop for 1 year.
You can use this praxis once between long rests.
Applied Pharmacology
You know what materials can be repurposed to quickly synthesize a wide variety of medicine, drugs, and other healthcare needs. Over the course of 1 minute, you can create one of the following items:
- antiseptic (1 use)
- Immune booster
- anti-g cocktail
- quicksober patch
- anti-inhibitive
- anti-rad
- anxiety medication
- ear plugs
- first aid kit (1 use)
- focusing agent
- reflex enhancer
- smelling salts
- steroid
- stimulant
- universal airhypo
At 4th level, you can also make nano-bandage, gullibility serum, truth serum, and styx. At 6th level, you can also make synthetic adrenaline.
Items produced in this way lose effectiveness after 1 hour. You can use this feature to create a number of items equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.
Applied Social Sciences
You gain proficiency and an expertise die with two skills from the following: Culture, Deception, Intimidation, Insight, or Persuasion.
Acceleration Dampener
Prerequisite: 8th level
You have a vial of unguent which protectively reduces acceleration. Once between long rests as an action, you can apply it to a willing creature within reach. For 10 minutes, the target gains resistance to nonmagical and nonpsionic bludgeoning, piercing, and slashing damage, and its speed is reduced by 10 feet.
Chroniton Grenade
Prerequisite: 6th level
You have a chroniton grenade, whose explosion slows the flow of time in that area. You can use it once between long rests.
You can deploy the grenade as an action, throwing it up to 30 feet, after which it explodes in a 10 foot radius sphere. Creatures and devices in the explosion radius make Constitution saving throws against your Science save DC. On a successful saving throw, a target is rattled until the end of its next turn. On a failure, the target becomes slowed for 1 minute. At the end of each of its turns, a slowed target repeats the saving throw to end the effect on it.
Alternatively, as an action you can cause the grenade to implode, increasing the flow of time for a single creature in your line of effect within 30 feet. For 1 minute, the target’s Speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains one additional action on each of its turns. This action can be used to make a single weapon attack, or to take the Dash, Disengage, Hide, or Use an Object action. Such an effect is taxing, however. At the end of the duration, the target can’t use movement or take actions until after its next turn.
Cloaking Device
Prerequisite: 4th level
Once between long rests, you can deploy an experimental device to hide a creature from view. As an action, you cloak one creature you touch with a fragile device, turning it invisible. Anything the target is carrying or wearing is invisible as long as it remains in the target’s possession. The device functions for 30 minutes, but malfunctions if the target attacks or uses a psionic power, ending the invisibility early.
Custom Blaster
You have a weapon you've personally crafted, an energy blaster. This weapon uses the same statistics as a blaster except its range is doubled, it does force damage, and it requires no ammunition. You are proficient with it while you wield it, and you can use your scientific ability for attack and damage rolls with it.
As a bonus action, you can change its damage type to be cold, fire, or lightning, and you can change it back to force as another action.
Devise Contraption
You know how to quickly turn extraneous materials into high-tech marvels. As a bonus action, you can create one of the following items:
- chemical detector
- Geiger counter
- chemical light stick
- spray adhesive
- cryospray
- spray paint (1 use)
- duct tape (30 feet)
- zero-friction lubricant
- flashlightadhesive spray
Items produced in this way lose effectiveness after 1 hour. You can use this feature to create a number of items equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Efficient Storage
You create a duffle bag or other similarly-sized container lined with mysterious materials, bigger on the inside than on the outside, increasing its capacity without much affecting its size or weight. This container can store 500 pounds or 10 cubic feet of material, and it never weighs more than 16 lbs.
This experimental container malfunctions after 1 hour of use by another creature. Replacing this item requires another container and 50 credits of materials.
Emergency Biome
Prerequisite: 5th level
You have one emergency biome, stored in a pressurized smart capsule nearly the size of a coin. You can use it once between long rests, and preparing each use consumes 200 credits of materials.
Deploying the emergency biome capsule takes 1 minute. Once deployed, the capsule emits a 10-foot radius hemisphere of immobile protective force. Creatures you designate can pass through the dome, although external atmospheric conditions and radiation (other than visible light) do not. It is proofed for use against a hard vacuum. The capsule fills that hemisphere with the atmospheric conditions you designate (such as the air, temperature, and humidity of a pleasant day on your homeworld). This dome can fit up to 10 Medium creatures inside, provides shelter, and can be used as a safe haven. The dome is transparent from the inside, but it can’t be seen through from the outside and is the color of your choice. The interior is dimly lit, and you can turn the light off or on during your turn without using an action. This device fails if more than 10 Medium creatures occupy it.
Energetic Shielding
Prerequisite: 3rd level
As part of a long rest, designate a number of spacecraft or devices equal to your proficiency modifier. You must spend at least an hour with these targets as part of the long rest. The designated targets gain resistance to a damage type you choose, which lasts for 24 hours.
At 11th level, your designated targets have advantage on saving throws against space hazards, saving throws against malfunctions, and checks related to navigation.
Energized Blaster
Prerequisite: 5th level, Custom Blaster praxis
You can attack with your Custom Blaster twice, instead of once, whenever you take the Attack action on your turn.
Escape Beam
Prerequisite: 11th level
Once between long rests, as an action you can teleport yourself back to the deck of a spaceship you have crewed in the last 48 hours. You can bring up to 5 willing creatures within reach. The destination spaceship must be in the same star system as you.
Experimental Teleporter
Prerequisite: 8th level
Once between long rests, you can use an experimental teleportation device. You can use it as an action to teleport to any location you can visualize or designate within 500 feet. You can bring along another creature of your size or smaller, plus anything you two carry up to your carrying capacity. If you would arrive in an occupied space the effect fails, and you and any creature with you each take 4d6 force damage.
Extended Scan
When you use a multi-scanner, its range increases to 30 feet.
At 5th level, its range increases to 50 feet, and at 10th level it increases to 100 feet.
Fabrication Device
Prerequisite: 7th level
As long as you have access to a science bay or field laboratory, once between long rests you can spend one hour to create any item worth 50 credits or less.
At 11th level, you can also fabricate healthy meals. Once between long rests, you can fabricate a number of Supply equal to twice your proficiency modifier.
At 15th level, a creature who consumes one of these Supply as part of their long rest during the next 6 hours has the following benefits, which last for 24 hours:
- Advantage on Constitution saving throws.
- Resistance against damage from poison, disease, and radiation.
- The creature's hit point maximum increases by 2d10.
Financial Exploit
Prerequisite: 13th level
Your finances are organized to exploit the same economic loopholes as used by the ultra wealthy. Each week, a large sum of money is credited to one of your digital wallets accessible through your devices.
This sum varies depending on your scientist level. Add your scientist level to your Intelligence modifier and multiply the total by the amount shown in Table: Financial Exploit. For example, if you are 14th level, and have an Intelligence modifier of +2, you would multiply 100 credits by 16, earning 1,600 credits per week.
TABLE: FINANCIAL EXPLOIT
LEVEL MULTIPLIER
13th 100 credits
17th 1,000 credits
Whenever the total wealth you have amassed using this feature exceeds 50,000 credits, market fluctuations wipe it out, resetting the total to zero unless you have already spent it.
Flight Plan
Prerequisite: 15th level
You have a semi-automated starfighter that tracks your location from orbit. You may select any starfighter that costs 1,200 credits or less for this feature. Once between long rests you can command the on-board AI to extract you from a location you designate within 5 miles of your current location. The starfighter arrives as soon as it can, usually in about 30 minutes. Repairing or rebuilding your spacecraft takes the same amount of time as normal, but at no cost to you.
Geographic Spectrometer
Prerequisite: 3rd level
Once between long rests, you can deploy a satellite spectrometer to get a readout of your local area, up to a 5 mile radius. The satellite sends to your devices a topographical map of your area, as well as a spectrometer analysis of the area, detailing near surface-level deposits of valuable resources (water, minerals, gasses, etc.).
At 11th level, the area scanned is a 50 mile radius and includes information on major lifeforms in the area, as well as mineral deposits up to 5 miles beneath the surface. At 19th level, this effect scans the entire planet you're on, and includes information on key civilizations and landmarks.
Grenade Enthusiast
To you, all voidrunners should know about the hazardous materials common to their trade—and their reaction to open flame. Over the course of 1 minute, you can use this feature to create one grenade, mine, or remote detonator. Items produced in this way lose effectiveness after 1 hour.
You can use this feature to create a number of items equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.
Jet Pack
Prerequisite: 10th level
You develop or obtain a standard jetpack. If it is lost or stolen, it malfunctions within 24 hours and turns to useless scrap. You are able to replace a lost, stolen, or damaged jetpack using raw materials whenever you finish a long rest.
Interplanetary Mutagen
Prerequisite: 4th level
You have a dose of mutagen, which you can further modify on the spot to help your fellow voidrunners. Once between long rests, you can inject the mutagen as an action to a willing creature of the humanoid or beast type within reach, causing one of the following effects for 30 minutes:
- Amphibian. The target can breathe underwater normally and gains a swimming speed equal to its base Speed.
- Atmospheric Adaptation. The target becomes adapted to the present environmental conditions (temperature, atmospheric composition, pressure, etc.) To use this option, there must be a humanoid or beast naturally adapted to this environment (such as a native to that planet or biome) within your reach.
- Natural Weapons. The target grows a biologically enhanced natural weapon, such as claws or teeth, with a +1 bonus to attack and damage. Its unarmed strikes with that natural weapon deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate.
- Sturdy Hide. The target's AC increases by your Intelligence modifier (minimum 1). To use this
- option, you must be 8th level or higher.
- Wings. The target gains a fly speed equal to its base Speed. To use this option, you must be 10th level or higher.
Lab Assistant
Prerequisite: 9th level
You gain the service of a follower chosen from the following: engineer, medic, scientist, or hacker. If you lose this follower, you can replace them through this feature at 50% cost.
Main Engine Innovator
Prerequisite: 13th level
As part of a long rest, you can tune up one spacecraft you have access to. For the next 24 hours, the ship's impulse speed improves by one category, and if it is capable of FTL travel it’s FTL speed is improved by 2.
Makeshift Forcefield
You have a small reserve of imperfect but useful forcefield projector devices. You have a number of these projectors equal to your proficiency bonus, and you replace any used ones when you complete a long rest. You can use a makeshift forcefield in one of two ways:
- As an action, you can deploy a projector on yourself or a creature within reach. The projector has 5 hit points and remains deployed for 1 minute. When the target takes damage, the projector absorbs up to 5 points of damage, and is destroyed once its hit points are depleted. At the start of the target's turn, if the projector has any hit points remaining it is restored to 5 hit points.
- As a reaction when you are subject to an attack, you can deploy a projector to deflect sudden harm. Attacks (including the triggering attack) against you are made with disadvantage that lasts until the end of your next turn.
Mimic Nanites
Prerequisite: 10th level
You have control over a nanite swarm crafted from exotic matter. Once between long rests as an action, you can command the mimic nanites to take the form of a physical object no larger than a 5 foot cube, and with a value no more than 1,000 cr. You also direct the material for the nanites to mimic, which determines the duration of the effect.
TABLE: MIMIC NANITES
MATERIAL DURATION
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Exotic matter 1 minute
Modify Armor
You gain proficiency with weapons and armor maintenance tools, or an expertise die with them if you are already proficient. Once between long rests, you can spend one hour to apply coating to a set of armor or to recoat it (See Chapter 3: Equipment).
Starting at 4th level, you create auxiliary armor mods designed for adaptability and ease of use. You have a total number of auxiliary armor mods equal to your proficiency modifier, and as part of a short or long rest you can install or uninstall any of them on armor you touch. An installed auxiliary armor mod malfunctions and dislodges itself from the mod port after 24 hours unless you perform maintenance on it as part of a long rest. The mods available are limited by your scientist level, as shown below.
LEVEL AVAILABLE MODS
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Modify Weaponry
You gain proficiency with weapons and armor maintenance tools, or an expertise die with them if you are already proficient. Once between long rests, you can spend one hour to retrofit a weapon, permanently adding or replacing a weapon augment (See Chapter 3: Equipment). Once a weapon has a number of augments equal to your proficiency bonus, you can add no more to it.
Starting at 4th level, once between long rests, you can spend 1 minute to improve 10 pieces of unattended firearm or spacefighter ammunition. That ammunition gains a +1 bonus to attack and damage rolls, and you can change the damage type dealt with that ammunition to any type. This benefit ends after 24 hours.
At 8th level, your modified ammunition improves to a +2 bonus to attack and damage rolls. At 12th level, your modified ammunition improves to a +3 bonus to attack and damage rolls.
Multimodal Analysis
Your insight is good on its own, and with the help of high-end computers, few mysteries are outside your reach. You gain proficiency with Investigation. When you make a skill check to examine materials, samples, or other forms of evidence in a field laboratory or a science bay, you treat a d20 roll of 14 or lower as a 15.
At 9th level, you automatically learn any cultural or mythological information related to materials you examine in a field laboratory or science bay, as well as the basic functioning of most technology. Analysis of extremely esoteric technology may yield incomplete or encrypted information.
Orbital Artillery
Prerequisite: 14th level
You enjoy cover fire provided by an ally in orbit, such as a satellite station directing hijacked asteroids or a ship's main gun. Your artillery has 4 shots, which recharge when you complete a long rest. As an action, you can launch up to all remaining shots, directing the target square for each within 120 feet. Each creature within 10 feet of a target square makes a Dexterity saving throw against your science save DC, taking 6d6 fire damage and 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in more than one area of effect is only affected by one impact.
At 16th level, the damage improves to 10d6 fire and 10d6 bludgeoning. Each shot produces a 20-foot radius sphere.
At 18th level, the damage improves to 14d6 fire and 14d6 bludgeoning. Each shot produces a 40-foot radius sphere and your range increases to 1 mile (or in space combat, within the same star system).
Portal Gun
Prerequisite: 15th level
You develop a gateway projection device (See Chapter 3: Equipment). If it is lost or stolen, it malfunctions within 24 hours and turns to useless scrap.
Recharge
Prerequisite: 18th level
Once between long rests, you can use this praxis to regain one use of an expended praxis.
Remote Comms
Once between long rests, you can spend 1 minute to create a distress beacon.
Also, while you have access to your tools of science, you can spend 1 hour establishing a remote comms station. The remote comms station is a Tiny-sized device that targets one location you know in the same star system, such as a planetary capital, lunar base, or known spacecraft. Distress beacons and other devices within 10 feet of your remote comms station can communicate with the target's reception devices, even if communications are otherwise lost or backed out.
Resilient Forcefield
Prerequisite: 8th level
Once between long rests, you can use an action to project a spherical forcefield around a target within 30 feet (or in space combat, within 1 combat zone). Unwilling or enemy targets can make a Dexterity saving throw against your Science save DC to negate the effect.
The forcefield lasts for 1 minute, during which time the target's speed is halved. The forcefield can be destroyed without harming anyone inside by being dealt at least 15 force damage at once. It can also be hacked. Other attacks and effects do not pass in or out. The forcefield is immune to all damage besides force, it is proofed against hard vacuum, and atmospheric effects do not enter.
Spatial Instability Beacon
Prerequisite: 6th level
You have a curious badge infused with exotic matter, which allows you to slip through the cracks in space-time. As a bonus action, you can use this item to teleport to an unoccupied space you can see within 30 feet. You can use this item a number of times between long rests equal to your proficiency bonus. Its enigmatic qualities prevent it from being lost or stolen.
Spectral Storage
Prerequisite: 7th level
You have a storage crate with a volume of 12 cubic feet wedged in a convenient extradimensional space. You can bring forth your spectral crate as an action in an unoccupied space within reach. You can safely store the crate back in extradimensional space when you touch it as an action.
Surveillance Drone
Prerequisite: 7th level, Utility Drone Helper praxis
Your utility drone is proficient in Stealth. Once between long rests when you deploy your handy drone, you can activate a cloaking function. When deployed in this way, it gains temporary hit points equal to your scientist level + your Intelligence modifier. This invisibility lasts for 1 hour, and ends early if the drone attacks or if it runs out of temporary hit points.
Surveillance Technician
Prerequisite: 3rd level
You know how to support intelligence operations with just-in-time inventions. Once between short or long rests, you can create one of the following items over the course of 1 minute:
- Binocular
- Bug detector
- Gas mask
- Grapple gun
- Hacking tools
- Handcuffs
- Nightvision goggles
- Portable x-ray scanner
- Range earmuffs
- Signal jammer
- Tracer
Items produced in this way lose effectiveness after 5 hours.
Truth Serum
This injectable serum unlocks and untethers the mind. A creature makes a Constitution saving throw against your Science save DC when it is subjected to the serum, and on a failure it becomes poisoned. While poisoned in this way a creature cannot knowingly lie.
Form a countdown dice pool equal to your proficiency bonus. Each time the target is forced to answer a question truthfully, roll the countdown dice pool and remove any dice which result in a 6. When the pool is depleted, the truth serum wears off. If the pool is not depleted, the serum wears off after 10 minutes.
A target who has been affected by truth serum cannot be affected again until after they have finished a long rest.
Universal Translator
Prerequisite: 5th level
One of your devices is synched to a galactic language database, giving you access to over 1 million forms of aural and visual language. The device translates most any language you could see or hear into the spoken or written language of your choosing, such as your mother tongue. As a bonus action, the device can coach you on how to say, write, or sign your desired message in another language. The device works on most languages, but hidden or secret languages cannot be translated.
You can also let another creature borrow the device and tweak its language preferences as an action for up to 1 hour. If this device is lost or stolen, it de-syncs from the translation server.
Utility Drone Helper
You have the service of a utility drone, a robot you command with voice control or through one of your devices. Your drone normally hides amidst your gear, but you can deploy it as an action. In combat it takes its turn immediately after you. It follows your verbal directions with no action required, but commanding it to attack uses your action and its reaction.
Repairing your drone is free if you have access to its remains and your tools of science over the course of a long rest. Otherwise, the materials to replace your drone cost 25 credits. If its signal is ever jammed, your drone does its best to return to your last known location.
Psyknight
Psyknight
Forged Talent
When a psyknight first becomes aware of their psionic abilities, it often manifests in uncontrolled and unpredictable outbursts. Some are discovered early on by mentors and organizations capable of giving them the knowledge, tools, and intense training needed to transform their raw talent into precision instruments of psionic power. Others are largely self-taught, attending the less structured but equally challenging school of hard knocks. While psyknights may vary in their formative training, one thing remains constant: their growth in power and mastery is a direct reflection of the effort they put in. When faced with tests, trials, or tribulations, psyknights push themselves to the edge of, and often right past, their physical limits.
Tempered Weapons
With an intuitive sense of kinesthetic psionics, psyknights find they can quickly gain mastery with close combat armaments. Unlike psions, psyknights excel at melee combat. Such is their reputation as living weapons that psyknights claim some victories without a single shot fired or sword drawn.
Creating a Psyknight
A psyknight is a quick study of both martial and intellectual pursuits and must be quick on their feet in more ways than one to pass various the tests and trials that help unlock their psionic abilities. As you create your psyknight, think about some of the early challenges you faced and overcame. Were they designed and administered by a disciplined organization that recruited you at a young age? Or did the ordered chaos of the universe send them your way at just the right time in just the right place? Consider too, your motivations. Did you learn to suppress or control your power to prevent harming yourself and those around you? Perhaps you lashed out against an attack on someone you love. How you respond to your early experiences can shape the psyknight you will become.
|
Proficiency |
|
Isomentrics |
Reflexes |
Powers |
Power |
Maneuvers Known |
Maneuver |
1st |
+2 |
Emergent Psionics, Psionic Guard, Psychic Isometrics, Kinetic Burst |
1 |
- |
- |
- | - | - |
2nd |
+2 |
Combat Maneuvers, Emergent Psionics, Code of Conscience |
1 |
1 |
1 |
I | 2 | 1st |
3rd |
+2 |
Extra Effort, Psyknight Archetype |
1 |
1 |
2 |
I | 2 | 1st |
4th |
+2 |
Ability Score Improvement, Starwielder Tactics (2) |
2 |
1 |
2 |
I | 3 | 2nd |
5th |
+3 |
Extra Attack |
2 |
1 |
3 |
I | 3 | 2nd |
6th |
+3 |
Psyknight Archetype feature |
2 |
2 |
3 |
I | 4 | 2nd |
7th |
+3 |
Starwielder Tactics (3) |
3 |
2 |
3 |
I | 4 | 2nd |
8th |
+3 |
Ability Score Improvement |
3 |
2 |
3 |
II | 5 | 2nd |
9th |
+4 |
Psyknight Archetype feature |
3 |
2 |
4 |
II | 5 | 2nd |
10th |
+4 |
Guarded Mind (1) |
4 |
2 |
4 |
II | 6 | 3rd |
11th |
+4 |
Starwielder Tactics (4) |
4 |
2 |
4 |
II | 6 | 3rd |
12th |
+4 |
Ability Score Improvement |
4 |
2 |
4 |
II | 7 | 3rd |
13th |
+5 |
Glaring Recognition |
5 |
3 |
5 |
II | 7 | 3rd |
14th |
+5 |
Psyknight Archetype feature |
5 |
3 |
5 |
III | 8 | 4th |
15th |
+5 |
Guarded Mind (2), Starwielder Tactics (5) |
5 |
3 |
5 |
III | 8 | 4th |
16th |
+5 |
Ability Score Improvement |
6 |
3 |
5 |
III | 9 | 4th |
17th |
+6 |
Master Wielder |
6 |
3 |
6 |
III | 9 | 4th |
18th |
+6 |
Starwielder Tactics (6) |
6 |
3 |
6 |
III | 10 | 4th |
19th |
+6 |
Ability Score Improvement |
7 |
3 |
6 |
III | 10 | 4th |
20th |
+6 |
Beyond Death |
7 |
3 |
6 |
IV | 11 | 5th |
CLASS FEATURES
As a psion, you gain the following class features.
Hit Points
Hit Dice: 1d10 per psyknight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per psion level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, blades, starship weapons
Tools: Space vehicles
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Insight, Perception, and Sleight of Hand, Stealth
Equipment
You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Confidence Artist’s Package (cost 177 credits): backpack, camouflage canvas armor, flashlight, jolt pistol and shock energy battery (20), lighter (30 uses), multitool, sleeping bag, one-person tent, 2 light polearms
- Master Duelist’s Package (cost 186 credits): blanket, earplugs, dueling sword (medium force blade), lighter (30 uses), mirrored synthweave armor (2 pockets), smelling salts, tactical maul
- Wayward Drifter’s Package (cost 139 credits): backpack, first aid kit (15 uses), flashlight, psychic crystal, first aid kit (15 uses), leather armor, light blade
Emergent Psionics
At 1st level, you have expanded your mind, and your latent psionic powers have begun to manifest in meaningful ways.
Psionics Ability
While mastering control of their psychic talent takes effort and discipline, a psyknight’s connection to it is intuitive and natural. Wisdom is your psionics ability for your powers. You use your Wisdom whenever a power of feature refers to your psionics ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a psionics power or feature and when making an attack roll with one.
Psionics save DC = 8 + your proficiency bonus + your Wisdom modifier
Psionics attack modifier = your proficiency bonus + your Wisdom modifier
Psychic Impulse
Also at 1st level you gain the following abilities. Once you have used this feature, you can’t do so again until you finish a long rest.
Psychic Detonation. When an enemy moves to flank you, you can use your reaction to send a concussive force outward; enemies in flanking positions make a Strength saving throw or be knocked back 5 feet.
Mind Share. As a bonus action you can share a brief thought of up to 10 words with one person you know or can see within 60 feet.
Snap Reflex. If you use your reaction to make an attack of opportunity, you can immediately make a second attack against the same target.
Gut Feeling. You gain an expertise die on your next Perception check.
Psionic Guard
Whether by subconscious telekinetic shield or heightened dodge reflexes, at 1st level you learn psionic defensive techniques. Choose one of the following options.
Foreseeing Guard
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom modifier + your Dexterity modifier.
Unseen Shield
While you are wearing armor, you replace your Dexterity modifier with your psionics ability modifier for AC.
Psychic Isometrics
At 1st level, you gain one psychic isometric of your choice. Your isometrics are detailed at the end of the class description. The Isometrics Known column of the Psyknight table shows when you learn more psychic isometrics. If you gain a bonus isometric, it does not count against your isometrics known.
Kinetic Burst
Starting at 1st level you can use a bonus action to direct a burst of psychokinetic force at a creature or object within 30 feet. Make a ranged psionic attack against the creature, dealing force damage equal to 1d6 + your Wisdom modifier. Each time your power rating increases (at levels 8, 14, and 20), your Kinetic Burst damage increases by 1d4. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses when you complete a long rest.
Psionic Speciality
When you reach 2nd level and again at 11th level, you can choose a psionic discipline to specialize in: dynakinetic, kinesthetic, telekinetic, or telepathic. All psionic powers belong to one or more of these disciplines. As your psionic power grows, your focused dedication allows you to manifest more strongly within one discipline over the others. You gain the following benefits from this focused specialization:
- You learn one power from this discipline. This power does not count against your number of powers known.
- Once per long rest you can manifest a power you know from this discipline without expending points from your reservoir as long as that power’s level doesn’t exceed your current power rating. You must still expend points for any surge options you wish to apply.
Code of Conscience
Transcending the physical nature of one’s own body requires an unwavering strength of will. By aligning with a core set of values, you narrow your focus and solidify your will. At 2nd level, choose an option from the following.
The High Road
You value life and peace, understanding that powers used irresponsibly can cause great harm. As an action you can expend one of your hit dice and roll it. An adjacent creature you can touch recovers a number of hit points equal to your roll. You cannot gain hit points yourself by using this feature. Additionally, you gain an expertise die with Persuasion checks.
The Steep Climb
You value knowledge and power, trusting in and relying on no one but yourself to excel; others are but footholds to boost you ever higher. As a bonus action you can expend one of your hit dice and roll it. The next attack you make does additional damage equal to your roll. Additionally, you gain an expertise die with Intimidation checks.
The Axis of Balance
You value the natural ebb and flow of the universe, respecting the danger of upsetting the cosmic balance and seeing past the constraints of a binary morality. As an action you can expend one of your hit dice and roll it. You recover a number of hit points equal to your roll. Additionally, you gain an expertise die with Insight checks.
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Ace Starfighter, Blazing Starglaive, Mindful Body, Mirror’s Glint, Rapid Current, Razor’s Edge, and Tooth and Claw. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Psyknight table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same level from a tradition you are proficient with.
Psionic Powers
Beginning at 2nd level, your true psychic aptitude has become evident and your training allows you to harness your psionic talent.
Reflexes
At 2nd level, you learn certain fundamentals of psionics. Power level 0 psionic powers, called reflexes, can be used without spending psionic points. You learn one reflex of your choice from the psionic powers list. You learn additional reflexes of your choice at higher levels, as shown in the Reflexes Known column of the Psyknight table. Whenever you gain a level in this class, you can replace one of the psychic reflexes you know with another reflex from the psionics powers list.
Psychic Exertion
You gain access to a reservoir of psychic energy. Your access to this energy is represented by your exertion pool. You spend 1 exertion point for each psionic point required to fuel a psionic power or feature.
Psionic Powers Known of Rating I And Higher
You know one level I psionic power of your choice from the psionic powers list.
Whenever your power rating increases, as shown in the Power Rating column of the Psion table, you learn one new power of your choice. This power must be of a level less than or equal to your power rating.
Additionally, when you gain a level in this class, you can replace one power you know with a different power of your choice. This power must also be of a level less than or equal to your power rating.
Psionic Focus
You can use a psychic crystal as a psionic focus for any of your powers.
Psyknight Archetype
At 3rd level, you choose a psyknight archetype that results from your hours of training and dedication. Your choice grants you features at 3rd level and again at 6th, 9th, and 14th level.
Extra Effort
At 3rd level, your exertion pool increases by 1 exertion point. At every third psyknight class level (6th, 9th, 12th, 15th, 18th) your
pool increases by an additional exertion point. In addition, you regain use of an expended Psychic Impulse feature at the end of a short rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Starwielder Tactics
Psyknights integrate psychic powers into their combat styles to great effect. Some tactics use exertion points, and if a tactic requires a saving throw you use your psionics save DC.
At 4th level, you learn two starwielder tactics of your choice from the list below. You learn one additional tactic at 7th level, and again 11th, 15th, and 18th level. Some tactics have requirements, such as a minimum psyknight level or another starwielder tactic. You must meet those requirements before you choose that starwielder tactic.
A level prerequisite refers to your psyknight level.
At the Speed of Thought
Prerequisite: 7th level
You can take one additional bonus action or reaction on your turn, You can use this feature once between long rests.
Starglaive Expert
Prerequisite: 10th Level
Choose one of the following starglaive types: blades, mauls, or polearms. You treat all starglaives of that type as though you were attuned to them.
Starglaive Expert
Prerequisite: 15th Level, Starglaive Expert
You treat all starglaive s as though you were attuned to them.
Hurl Object
You telekinetically hurl a nearby object at your foe in order to distract them. Use a bonus action and spend 1 exertion point. The target must make a Wisdom saving throw. On a failed save, attacks against the target gain an expertise die until the start of your next turn.
Instant Stand
When you are knocked prone you can use your reaction to spend 1 exertion point to instantly stand again.
Knockdown Blast
You spend 1 exertion and use your bonus action to knock a creature to the ground with a wave of psychic force. The target makes a Strength saving throw against your psionics save DC or is knocked prone. The size creature you can affect with this feature is shown on Table: Knock Prone.
TABLE: KNOCK PRONE
Psyknight Level Size
1–10 Medium or smaller
11–16 Large
17–20 Huge
Plyometric Leap
Spend 1 exertion point and use your bonus action. Until the end of your turn, your jump distances increase 15 feet vertically and 30 feet horizontally. You can further increase these distances by +5 feet per exertion point spent.
Positional Sense
You are acutely aware of who is occupying space immediately adjacent to and surrounding you. Other creatures cannot gain expertise dice by flanking you.
Preturnatural Awareness
You gain an expertise die to initiative checks.
Preternatural Escape
You can spend 1 exertion to use the disengage action as a bonus action, moving so fast that you appear to be a blur.
Psychic Choke
Prerequisite: 10th Level, The Steep Climb
You can squeeze the breath out of a humanoid target you can see within 30 feet of you. Use an action and spend 1 exertion point. The target must make a Constitution saving throw against your psionics save DC. On a successful save, the target is unaffected by the attack but is aware of your attempt. On a failed save, the target is paralyzed and levitated 5 feet into the air until the start of your next turn, and suffers bludgeoning damage equal to 1 + your psionic ability modifier.
While you are choking your target, you may not move, you must maintain line of sight with your target, attacks against you are made with advantage, and you make saving throws at disadvantage.
Psychic Push
You spend 1 exertion and use your bonus action to push a Large or smaller target within 30 feet in a direction of your choosing. The target makes a Strength saving throw or is pushed a distance depending on its size as shown on Table: Push.
TABLE: PUSH
Size Distance
Tiny 20 feet
Small 15 feet
Medium 10 feet
Large 5 feet
Telekinetic Parry
When you are hit by a melee attack, you may use your reaction to spend one or more exertion points. Your AC against the triggering attack increases by the number of exertion points that you spend, negating the attack if your new AC is one which would have cause the attack to miss you.
Trust Your Instincts
Prerequisite: The High Road
You clear your mind, and enter a calm state, allowing your psionic energies to wash over you. Use 1 bonus action. Your next ability check or attack roll is made at advantage. Once you have used this tactic you may not use it again until you have taken a short or long rest.
Extra Attack
At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.
Enhanced Blast
At 6th level choose two of the following improvements to your Psionic Blast feature. A level prerequisite refers to your level in the psion class.
You may choose one additional improvement from this list at 9th level, and again at 12th level and 18th level. Unless otherwise noted, these effects are cumulative. When you gain a level in this class, you can choose one of the improvements you know and replace it with another improvement that you could learn at that level.
Blast Accuracy
You gain an expertise die to your Psionic Blast attack roll. You can choose this enhancement multiple times, improving the expertise die each time.
Blast Alternator
Each time you use your Psionic Blast, you can choose to inflict a damage type based on your Unassailable Ego choice: force (Order), necrotic (Ambition), or radiant (Selflessness).
Blast Multiplier
Prerequisite 9th level
When you make a Psionic Blast attack, you can make a second Psionic Blast attack at a different target.
Blast Output
Your Psionic Blast deals additional damage equal to your proficiency bonus.
Blast Radius
You can pick a spot within range instead of individual targets. All creatures within 10 feet of that spot are targeted, but your damage is halved.
Blast Range
Your range increases by 30 feet.
Blast Response
When a creature you can see within 30 feet deals damage to you, you can use your reaction to make one Psionic Blast attack against it.
Archetype Feature
At 6th level you gain another archetype feature.
Archetype Feature
At 9th level you gain another archetype feature.
Guarded Mind
At 10th level you gain resistance to psychic damage and choose one of the following conditions against which to guard: charmed, frightened, poisoned, or rattled. Once between long rests when you would suffer the chosen condition, you can choose to ignore it instead.
At 15th level you can choose another condition from the options above or from the following: confused, incapacitated, or unconscious.
Glaring Recognition
By 13th level, the code by which you live visibly leaves its mark on you and impacts your social interactions. Your eyes and complexion reflect the deep emotions gathered within as you strive to control every aspect of your core being.
Illumination (The High Road). Your eyes give off a soft glow, exuding peace and comfort. You gain darkvision within 30 feet, and you gain an expertise die on Persuasion checks. If you already had darkvision, its range increases by 30 feet.
Flames (The Steep Climb). Blazing fire seems to smolder in your eyes and burn in your veins, making you feverish to the touch. You gain resistance to fire damage and an expertise die on Intimidation checks.
Mystery (The Axis of Balance). Like dark pools reflecting the infinite night sky, your eyes are impossible to fathom. You gain truesight within 5 feet and an expertise die on Insight checks.
Archetype Feature
At 14th level you gain another archetype feature.
Master Wielder
At 17th level, power both awesome and terrible is at your fingertips. Choose one of the following:
Bladed Victory
Your combat skill is unparalleled. You can use your action and forgo your bonus action and reaction to leap, flip, sunder, and strike in quick succession all over the battlefield performing a bladed victory. While performing a bladed victory your Speed doubles, and your movement does not provoke opportunity attacks until the start of your next turn.
While performing a bladed victory you may move, make an attack against a single target, move, and attack a second target. You may repeat this process until you have no movement speed remaining. You cannot attack any target more than once, and you must move at least 5 feet between attacks. Once you use this feature you cannot do so again until you finish a long rest.
Crushing Weight
Your powers of telekinesis know no bounds. When you use this feature you exert an invisible force of pressure that can counter a starship’s engines or crumple a blast door like a sheet of paper. As an action you can spend 1 or more exertion and make a ranged psionic attack against an object you can see. On a hit, you deal 1d12 force damage for each point of exertion that you spend.
Alternatively, you can choose to do no damage but instead to halt a vehicle or starship which is not moving at FTL speed. Spend exertion equal to the ship’s grade (minimum 1 exertion). The ship’s speed is reduced to 0 until the start of your next turn.
Impervious Defense
While wielding a starglaive you can use a bonus action and spend 1 exertion point to enter a defensive state of mind. Your starglaive moves so fast, it forms a translucent sphere 5 feet in diameter centered on you until the start of your next turn. Neither matter nor energy can penetrate your shielding sphere, your speed is halved, and you cannot benefit from your extra attack feature, but you can otherwise move and take actions as normal.
Beyond Death
At 20th level you are at the apex of your training. Your martial skills are honed to perfection, and your psionic power is formidable. You have finally learned how to overcome even death itself.
When you die, except when you die of old age, you return to life, fully healed, the next day. Optionally, you can choose not to return to life, and instead pass into the next world
Psychic Isometrics
When you gain access to a new psychic isometric, choose one of the following. You can learn the discovery at the same time that you meet its prerequisites. A level prerequisite refers to your psyknight level.
Cognitive Discovery
You learn one of the following Psion Cognitive Discoveries which counts as a Psychic Isometric for you: Into the Void (Prerequisite: Suspended Breath), Sense Disturbance, Suspended Breath. You may take this Isometric more than once.
Diplomatic Intervention
You can spend 1 exertion point and use an action to reduce the effects of strong and harmful emotions within 10 feet. You choose which of the following effects to apply to each sentient organic creature within the area.
-
A target suffering the charmed or frightened condition makes a new saving throw against the DC of the effect that caused the condition and gains a bonus equal to your Wisdom modifier on the roll.
-
A target that has hostile feelings towards creatures of your choice makes a Charisma saving throw or its hostile feelings are suppressed until the end of your next turn. This suppression ends early if a target is attacked or sees its allies being attacked.
Faceless Mask
You have honed your ability to conceal your presence from others. You gain an expertise die on Stealth and Performance checks made to disappear into a crowd.
Haptic Feedback
Prerequisite 3rd level
You gain tremorsense with a range of 10 feet. You may take this isometric a second time to extend the range of your tremorsense to 30 feet.
Mind and Body
You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. In addition, during a short rest, you can participate in strenuous activity (e.g. scouting the area, physical exercise, combat training or sparring, etc.) for up to 30 minutes and still gain the benefits of the rest. During a long rest, you can participate in strenuous activity for up to 1 hour, and your required sleep time is halved. You still require 8 hours of rest, but you only require 4 hours of actual sleep.
Negate Fall
When you fall, or jump down, from a height and spend 1 or more exertion points you may treat the falling distance as 30 feet less for each exertion point that you spend.
Mystic Hunter
When tracking a creature that can use psionics, you can attempt to do so by focusing on the psychic energy it leaves in its wake, allowing you to use your psionics ability for any ability checks made to track it.
Psychic Tradeoff
Whenever you would suffer the enervated condition, you may choose to gain a level of strife or fatigue instead.
Psychic Rejuvenation
You can spend an action to use your psionic energy to heal an injured ally within reach. Spend one or more of your ally’s hit dice. Your ally recovers hit points equal to the total you roll on the expended hit dice.
Purge Toxins
Prerequisite: 3rd Level
You gain resistance to poison damage and an expertise die on saving throws against being poisoned. Additionally, as an action you can spend 2 exertion points to negate and end one poison affecting you. If more than one poison is affecting you, you negate one poison you know is present (otherwise you negate one at random) and can negate additional poisons with the same action by spending 1 additional exertion point per poison.
Endure Elements
For one hour you may ignore environmental effects caused by heat or cold. This feature does not protect you from damage. Once you have used this feature you may not do so again until you have taken a long rest.
Suggestive Words
Prerequisite: 3rd Level
As an action you make a short suggestion to a creature within 10 feet who can hear and understand you. The target makes a Wisdom saving throw. On a failed save, it follows your suggestion to the best of its ability. If the suggestion would harm the target or its allies, they target automatically succeeds in its saving throw.
You can use this isometric a number of times equal to your proficiency bonus. You regain all spent uses when you finish a long rest.
Psion
Psion
Psyche Unleashed
When the mind’s eye opens, a psion begins their journey towards self improvement, but the accidental triggering of a psychokinetic push in the wrong place at the wrong time might have dire consequences. And even when such an unleashing of psychic power actually ends up doing good rather than causing disaster, those that witness it (including the psychics themselves) may react in fear.
In the best case scenario, the burgeoning psychic has someone they can trust and a mentor they can seek out or study under. In the worst case, fear of these uncanny powers can drive many negative behaviors, even from the well-meaning.
Self-Empowered
Psions direct their thoughts, master their emotions, and temper their bodies. They are at the pinnacle of self actualization. Sometimes a psionicist’s powers are mistakenly attributed to dark, sorcerous ways or ancient religions. In truth, psionics is powered by an internal force, willed into being, cultivated through effort, and mastered by self discipline.
Creating a Psion
A psion’s personality often informs their psychic abilities and vice versa. You may be an athlete who excels in altering your physiology and augmenting your strength and speed. You might be an intellectual whose impatience with the incompetence of others has led you to habitually transfer your thoughts directly into their heads. Your psionic powers and abilities set you apart from others. As you create your psion, consider how this may have affected you. Did you hide your psychic talent? Do you still? What was your psionic awakening moment? Did it occur in early childhood or later in life? Were you supported in your efforts or shunned for your uncanny nature? Are your psychic talents more intellectual, sensory, or visceral in nature?
|
Proficiency |
|
Blast |
DIscoveries |
Psionic |
Reflexes |
Power |
1st |
+2 |
Psionic Blast, Psionic Powers |
1d8 |
- |
4 |
1 | I |
2nd |
+2 |
Cognitive Discoveries, Mental Discipline (1), Unassailable Ego
|
1d8 |
1 |
6 |
1 | I |
3rd |
+2 |
Psion Archetype |
1d10 |
1 |
6 |
2 | I |
4th |
+2 |
Ability Score Improvement, Demanding Excellence (1)
|
1d10 |
1 |
6 |
2 | II |
5th |
+3 |
Psionic Effort |
1d12 |
2 |
7 |
3 | II |
6th |
+3 |
Enhanced Blast (1) |
1d12 |
2 |
7 |
3 | II |
7th |
+3 |
Psion Archetype feature |
2d8 |
2 |
9 |
3 | III |
8th |
+3 |
Ability Score Improvement |
2d8 |
3 |
9 |
3 | III |
9th |
+4 |
Demanding Excellence (2), Enhanced Blast (2)
|
2d10 |
3 |
10 |
4 | III |
10th |
+4 |
Guarded Mind (1) |
2d10 |
3 |
10 |
4 | IV |
11th |
+4 |
Mental Discipline (2) |
2d12 |
3 |
11 |
4 | IV |
12th |
+4 |
Ability Score Improvement, Enhanced Blast (3)
|
2d12 |
4 |
11 |
4 | IV |
13th |
+5 |
Mental Fortitude |
3d8 |
4 |
13 |
5 | V |
14th |
+5 |
Self Evolution |
3d8 |
4 |
13 |
5 | V |
15th |
+5 |
Archetype feature, Guarded Mind (2)
|
3d10 |
4 |
14 |
5 | V |
16th |
+5 |
Ability Score Improvement |
3d10 |
5 |
14 |
5 | VI |
17th |
+6 |
Demanding Excellence (3) |
3d12 |
5 |
15 |
5 | VI |
18th |
+6 |
- |
3d12 |
6 |
16 |
6 | VI |
19th |
+6 |
Ability Score Improvement |
3d12 |
6 |
17 |
6 | VII |
20th |
+6 |
Space & Mind |
3d12 |
6 |
18 |
6 | VII |
CLASS FEATURES
As a psion, you gain the following class features.
Hit Points
Hit Dice: 1d6 per psion level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st
Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, medium mauls, tk gauntlets
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Arcana, plus three from Animal Handling, Athletics, Insight, Investigation, Perception, Religion, and Stealth
Equipment
You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Pensive Sage’s Package (cost 137 credits): antiinhibitive (2 uses), backpack, data wafer with historical lore, medium shock maul, canvas armor, focusing agent (2 uses), nano-bandage, notebook and pen, rations (10 Supply), psychic crystal (totem), two-person tent
- Commercial Telepath’s Package (cost 115 credits): personal communicator, slugger, synthweave, fine clothes
- Field Medic’s Package (cost 185 credits): antiseptic (5 uses), anxiety medication, blanket, 2 data wafers (medical journals), first aid kit (15 uses), flashlight, hyperweave armor, medium maul, handgun and 5 standard ammunition cartridges (20 ea.), smelling salts, sleeping bag, tactical case, two-person tent, universal airhypo
Pionic Powers
At 1st level you have learned to tap into your reservoir of psychic energy to manifest and channel psionic powers.
Reflexes
At 1st level, you learn certain fundamentals of psionics. Level 0 psionic powers, called reflexes, can be channeled without spending psionic points. You learn one reflex of your choice from the psionics powers list. You learn additional reflexes of your choice at higher levels, as shown in the Reflexes Known column of the Psion table. Whenever you gain a level in this class, you can replace one of the psychic reflexes you know with another reflex from the psionics powers list.
Psionic Points
The Psion table shows the total number of psionic points you have. To use one of your psionic powers, you must expend a number of points equal to its level. When you finish a short rest, you may expend one or more hit dice to regain some of your energy. You gain a number of psionic points equal to the result, up to your total psionic points. You regain all spent psionic points when you finish a long rest.
Psionic Powers Known of Rating I And Higher
You know one level I psionic power of your choice from the psionic powers list.
Whenever your power rating increases, as shown in the Power Rating column of the Psion table, you learn one new power of your choice. This power must be of a level less than or equal to your power rating.
Additionally, when you gain a level in this class, you can replace one power you know with a different power of your choice. This power must also be of a level less than or equal to your power rating.
Psionics Ability
There are many paths to mental mastery. Choose Intelligence, Wisdom, or Charisma to be your psionics ability. Once you make this choice, you cannot change it. You use the chosen ability whenever a power or feature refers to your psionics ability. In addition, you use that ability modifier when setting the saving throw DC for a psionic power or feature and when making an attack roll with one.
Psionics save DC = 8 + your proficiency bonus + your chosen ability modifier
Psionics attack modifier = your proficiency bonus + your chosen ability modifier
Psionic Focus
You can use a psionic focus, such as a psychic crystal, for any of your powers. This enables you to concentrate on one additional power you know, as long as the sum of the powers’ levels is less than or equal to your power rating. If you have to make a check to maintain concentration, roll for both powers individually.
Psionic Blast
Starting at 1st level you learn to direct your mental energies as a focused blast. Choose a damage type from the following list: cold, fire, lightning, psychic, or thunder. Your Psionic Blast deals damage of the chosen type, also called your primary damage type. Once this choice is made it cannot be changed. You can use an action to strike a creature you can see within 30 feet. Make a ranged psionic attack against the creature, dealing 1d8 damage plus your psionic ability modifier of the chosen type. The damage dealt increases as you gain Psion levels, as shown in the Blast Damage column of the Psion table.
Cognitive Discoveries
At 2nd level you gain one cognitive discovery of your choice. As a psion, much of your exploration is inward facing. However, sometimes being aware of your surroundings is exactly what is needed to reach the next level of psionic mastery. Your discoveries are detailed at the end of the class description.The Discoveries Known column of the Psion table shows when you learn more cognitive discoveries. If you gain a bonus discovery, it does not count against your Discoveries known.
Psionic Speciality
When you reach 2nd level and again at 11th level, you can choose a psionic discipline to specialize in: dynakinetic, kinesthetic, telekinetic, or telepathic. All psionic powers belong to one or more of these disciplines. As your psionic power grows, your focused dedication allows you to manifest more strongly within one discipline over the others. You gain the following benefits from this focused specialization:
- You learn one power from this discipline. This power does not count against your number of powers known.
- Once per long rest you can manifest a power you know from this discipline without expending points from your reservoir as long as that power’s level doesn’t exceed your current power rating. You must still expend points for any surge options you wish to apply.
Unassailable Ego
At 2nd level, the ability to transform reality with the power of your mind requires removing any self-imposed limits or doubts. It requires a measure of belief that borders on blind faith. Choose one of the following features.
Ambition
You believe you are born for greatness and nothing must stand in your way; the rules that pertain to most don’t apply to you. You gain proficiency with History and Intimidation or an expertise die if you already have proficiency.
Order
You believe you must always follow a strict code, whether that be religious or legal. Whatever the consequences, the ends justify the means. You gain proficiency with Culture and Investigation or an expertise die if you already have proficiency.
Selflessness
You believe your powers must be used in service to a greater purpose. You gain proficiency with Medicine and Religion or an expertise die if you already have proficiency.
Psion Archetype
At 3rd level, you choose a psion archetype that reflects the journey upon which you have embarked, which are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Demanding Excellence
At 4th level, and again at 9th and 17th level, choose one of the following skills: Insight, Perception, Persuasion, or Religion. You gain proficiency with the chosen skill. If you are already proficient, you gain an expertise die in that skill instead
Psionic Effort
Starting at 5th level, you may use a bonus action to expend one or more hit dice to gain a number of psionic points equal to the number of hit dice you expended.
Enhanced Blast
At 6th level choose two of the following improvements to your Psionic Blast feature. A level prerequisite refers to your level in the psion class.
You may choose one additional improvement from this list at 9th level, and again at 12th level and 18th level. Unless otherwise noted, these effects are cumulative. When you gain a level in this class, you can choose one of the improvements you know and replace it with another improvement that you could learn at that level.
Blast Accuracy
You gain an expertise die to your Psionic Blast attack roll. You can choose this enhancement multiple times, improving the expertise die each time.
Blast Alternator
Each time you use your Psionic Blast, you can choose to inflict a damage type based on your Unassailable Ego choice: force (Order), necrotic (Ambition), or radiant (Selflessness).
Blast Multiplier
Prerequisite 9th level
When you make a Psionic Blast attack, you can make a second Psionic Blast attack at a different target.
Blast Output
Your Psionic Blast deals additional damage equal to your proficiency bonus.
Blast Radius
You can pick a spot within range instead of individual targets. All creatures within 10 feet of that spot are targeted, but your damage is halved.
Blast Range
Your range increases by 30 feet.
Blast Response
When a creature you can see within 30 feet deals damage to you, you can use your reaction to make one Psionic Blast attack against it.
Archetype Feature
At 7th level you gain another archetype feature.
Guarded Mind
At 10th level, you gain resistance to psychic damage. Additionally, choose one of the following conditions: charmed, frightened, poisoned, rattled. Once between long rests when you would suffer the chosen condition, you can choose to ignore it instead.
At 15th level you can use this feature with all of the listed conditions
Archetype Feature
At 10th level you gain another archetype feature.
Mental Fortitude
At 13th level, you gain an expertise die on concentration checks and can use a psionic focus to channel up to 3 powers simultaneously. The sum of the power levels must be less than or equal to your power rating.
Self Evolution
At 14th level, you gain proficiency in Wisdom and Charisma saving throws.
Archetype Feature
At 15th level you gain another archetype feature.
Martial Legacy
At 18th level, your mastered maneuvers have become as natural as breathing, and you have the opportunity to pass your techniques down to the next generation. By spending 8 hours sparring, you can teach another willing creature a maneuver you have mastered using Maneuver Specialization. A creature must be proficient in at least one combat tradition to learn a maneuver in this way, it can only learn maneuvers of a degree from which it already knows at least one maneuver, this counts against its numbers of maneuvers known.
Space & Mind
At 20th level, your mental power is unparalleled and you transcend the barriers between space, matter, and mind. With only a thought, your consciousness can travel the cosmos, taking your physical form along with you. As an action you can teleport instantly to any location in the universe. Once you have used this feature, you cannot do so again until you have finished a long rest
Cognitive Discoveries
If a cognitive discovery has prerequisites, you must meet them to learn it. You can learn the discovery at the same time that you meet its prerequisites. A level prerequisite refers to your psion class level.
Buoy Spirits
You use your empathic resonance to uplift your companions’ spirits as they travel. Once per region (or planetary system), allies can gain an expertise die for one journey activity they undertake.
Empty Mind
You are able to clear your mind of emotional distraction. Any psionic attempt to read or detect your emotions automatically fails, and Insight checks against you are made at disadvantage.
Energy Conservation
You can forgo your Supply requirement for a number of days equal to your Constitution modifier. Once you use this feature you cannot do so again until you complete a long rest at a haven.
Into the Void
Prerequisite: Suspended Breath
You can survive in the void of space for a number of minutes equal to your Constitution modifier. Once you use this feature you cannot do so again until you complete a long rest at a haven.
Meditative Rest
When you take a long rest, you can choose to meditate instead. You remain conscious during the rest, although you may not undertake strenuous actions.
Psychic Isometric
You learn one of the following psyknight isometrics, which counts as a cognitive discovery for you: Diplomatic Intervention, Faceless Mask, Mystic Hunter, Haptic Feedback. You can take this discovery more than once, each time learning a new psychic isometric.
Sense Disturbance
You can always choose to use your psionics ability when making Perception checks and determining your passive Perception. You also gain an expertise die on checks made to detect or identify hidden emotions, imminent danger, and psionic or other supernatural powers.
Speed of Thought
Prerequisite: 3rd Level
When you manifest a reflex that requires 1 action, you can use 1 bonus action instead.
Suppress Hunger
Prerequisite: Energy Conservation
You can share your ability to forgo Supply requirements with others, dividing the number of days between yourself and the chosen creatures.
Suspended Breath
Once between long rests, you can go without breathing for up to 1 hour.
Tidecall
Tidecall
For several days approaching the last new moon of summer, the circle of druids known as Tidecallers come to the Western Shore and perform their rituals. According to them, their observances renew the relationship between the land and the sea, as they thank the sea for its bounty and forbearance by offering up the riches of the land.
On the night of the new moon itself, when only the stars light the night sky, the druids lay out a feast in a stone trough pierced by many holes. Their offerings consist only of food found on the land: fruit, nuts, bread, vegetables, haunches of meat, and open bottles of richly scented mead. Celebrants are also encouraged to add their own offerings, with stern warnings that nothing that has been taken from the sea must be presented.
As the tide comes in, the sea is lit with fabulous colors as bioluminescent creatures swim in the shallow water. By the time the water covers the trough, the intense light around the offerings makes it impossible to see them. As the tide withdraws and the water drains out of the trough, the offerings are revealed to have been transformed into edible coral and the druids invite the celebrants to join them in the feast. On rare occasion, if the offerings are particularly well-received, a piece of faintly golden Tidecall coral forms.
Just as rarely, but far less welcome to most, if an offering included something taken from the sea, a very different substance may form. Though it looks very similar, tidecull coral has the faintest veins of purple and is a deadly poison. The druids consider their substance an abomination and attempt to destroy any of it they find—and, if they were aware of the material’s origin, the sacrilegious person carrying it.
Game Mechanics
Tidecall Coral. When asked to describe Tidecall coral, those who have eaten it describe it as among the very best food they have ever tasted, with a faint hint of the sea. They also report it restoring both their physical well-being and soothing their soul. Consuming a portion of Tidecall coral takes 1 minute and reduces fatigue or strife by one level (determined randomly if a creature is suffering from both). A creature can only benefit from one portion of Tidecall coral a month, as attempting to consume more before then only leaves the eater nauseous. A typical formation of Tidecall coral can be split into 4 portions, costing 750 gold pieces each.
Tidecull Coral (Poison)
Tidecull Coral (Poison)
Uncommon, ingested, onset (2 minutes), cost 2,400 gp
The sea’s anger is unleashed and its victim’s lungs rapidly fill with seawater choking it to death. A creature takes 16 (4d8) cold damage as the water fills its lungs and makes a DC 18 Constitution saving throw when subjected to this poison. On a failure, it takes the damage again at the start of its next turn and makes the saving throw again. On a failure by 5 or more, the creature immediately drops to 0 hit points and is dying of suffocation . On a success, the effect of the poison ends.
Festival of Bridges
Festival of Bridges
Long ago, dozens of city-states controlled small territories along the Great River, and pre-eminent among them were the three cities:
Desetton, the northern island city of scholars; Sateze, the militaristic fortress city on the eastern bank; and Whelside, the wagon city, newest of the three and awash with coin from the growing merchant class. Those cities are now collectively known as Ternion, the capital of the river nation and named for the word “unity” in the ancient tongue. The story of its formation is celebrated at the Festival of Bridges.
After generations of contention, factions among the three cities were preparing for a bloody confrontation when the threat of Attorcarn the Blighter first became known. The necromancer’s hordes brought ruin flowing south along the river on both banks, and with destruction marching on their doorstep the cities agreed to fight under one banner.
It was Jasnata, a general of Desetton whose name is spoken now in reverence, who led them. During her command, she offered refuge to anyone fleeing the undead from other cities. When the great and powerful of her city attempted to oust her in the name of their own self-interest, she executed them as a warning and established the River Council based on the city’s ancient traditions. This group was the core of what would later become the ruling body of the river nation.
In the final battle of what would be known as the Bone War, she slew Attocarn outside Sateze’s walls. Then, with Whelside facing imminent defeat at the hands of the necromancer’s still-raging army, she led the last of her elite guard, the Falcons, to support them. However, because of the war preparations the cities had taken against each other, the bridges between the two had been destroyed, and Jasnata had to lead her guard in a near-suicidal swim across the river. There at the last, she was betrayed as she led her soldiers in a valiant charge. Envious leaders commanded loyal troops to hold, leaving them to watch as the Falcons’ bright blue uniforms were slowly swallowed by the undead mass.
Waiting with bated breath, the soldiers assumed this was some strategy, but as seconds passed and no order came, it slowly dawned on them that this was the blackest treachery. With a sudden cry, the common soldiers abandoned their places and began a charge of their own accord, and any officers who tried to stop them were cut down without mercy.
None of the Falcons survived, and Jasnata was discovered barely breathing. Her last words from that moment are taught to children, carved on public buildings, and chanted during the Festival of Bridges celebration:
“No bridge rests on just one shore. Unite and thrive.”
Game Design
The highlight of the Festival of Bridges is the challenge of the Unity Crossing, in which teams of four or more attempt to follow Jasnata and the Falcon’s example and swim across the river from east to west. Fighting eddying currents, a vicious undertow, and swirling water, it takes a strong swimmer to remain afloat, let alone make progress towards the other shore.
Supporters and celebrants cheer and encourage those attempting the crossing, and a small flotilla of fishing craft holds position downstream to fish out those who can’t make it. The crossing is made in groups, typically of ten or more and these are usually well-practiced and understand each other, the dangers, and their limits.
Visitors wishing to attempt the crossing are unlikely to be allowed to join an established local group, as such teams often have strong family ties going back generations, but are welcome to form their own teams. Use of magic to aid in the crossing is considered a disgrace and anyone known to have done so is scorned and rejected by the locals.
To succeed in the crossing, each character must accumulate four successful DC 15 Athletics checks. When a participant fails, but does not critically fail, another member of the group with the same number of successes can take disadvantage on their next check to give the failing participant a chance to re-roll their check, taking the second result.
For each failure, a participant suffers a level of fatigue . A participant that reaches three levels of fatigue doubles the remaining attempts required for them to succeed, and at six levels they are unable to make any further progress and are taken out of the water by fishing boat.
Groups succeeding in the crossing who do not use any magic gain a greater understanding and unity and for the next month may use the Help action to aid each other as a bonus action.
Summer-Forge
Summer-Forge
Forced to relocate to their current home a generation before, a clan of hill dwarves thought nothing of the lower hills to the east of their settlement. Nothing, that is, until a creeping evil made its way into those hills and the undead poured out—for those were no hills, but barrows, crypts from centuries before. Songs are still told of the dwarves’ struggle, even lifetimes later, and how a cleric of the goddess of smiths was taught how to forge the vibrance of the summer sun itself into a powerful weapon: the first summer blade.
The dwarves were able to hold their settlement and drive back their foes, but the undead still harried their descendants, annually getting stronger as the days became shorter. The holiday and its stories have spread through the hills since then, and while the undead threat has slowed, few dwarves relish being unprepared. The day of the summer solstice, then, certain dwarven holds celebrate the successful creation of new summer blades. While these blades are made of metal instead of sunlight, such weapons are powerfully enchanted against the dwarves’ most dangerous foes. They are highly prized, and less than one smith in a dozen who attempts a crafting succeeds.
Preparation to make a summer blade begins by constructing a shaft from the surface down to the smith’s forge. This must be carefully made to ensure a shaft of sunlight on midsummer’s day falls directly into the smithy on the day of the equinox. A week before the solstice, the crafting begins, accompanied by dwarven rites and blessings, and requires all the skill and materials to craft a +2 weapon. These must be performed every day until the summer solstice when, at precisely noon, the heated blade must be quenched in the sunlight. Only then does the smith know if they have succeeded, as a successfully crafted blade cools instantly and gives off light as bright as day (as if the target of a daylight spell) for the next 48 hours. Those that fail are still left with fine blades, some of which are +1 or +2 weapons, but while there is no dishonor in failure, there is certainly no glory.
As dusk falls, smiths who have crafted a blade bring their creation to the grand hall of the hold. Priests of the dwarven gods place their own blessings on the blades as they enter, and legend holds that without these the power of the weapons would fade. By tradition, the blades are then gifted to the ruler of the hold, who dispenses them as marks of favor and support to his allies and officers. The smith is then celebrated with a great deal of merry-making and drinking, which continue until the blades cease glowing.
A smith may choose not to gift the blade, but few of those who rule are forgiving of such public embarrassment.
Game Mechanics
Only a lucky few are granted the chance to bear the following weapon.
Ignanfest
Ignanfest
Ignanfeast is rooted in an ancient agreement struck with the spirit of Iganis, and is said to placate the fey fire spirits. It is most commonly celebrated among the farmers of lowland plains, where wildfires are a constant threat to their grainfields.
Held on the eve of the first moon of summer, each household or attendee is expected to provide an offering, or “taste” for the communal feast. These are traditionally either a small portion of the first of their crops, known as a “first taste”, or a sacrificial animal, called a “blood taste”, but have also come to include elaborate dishes or rare delicacies, known as a “rich taste.” The feast itself is seen as an excuse to let off steam, and is in most cases a raucous affair. In more rural communities the celebration may even attract satyr, dryads, and other fey revelers and last for days.
In certain cities, rumor suggests that a cult known as the Hand of Iganis watches carefully for signs of disrespect during the festival. An open complaint or failure to provide a taste may result in an individual drawing the attention of the cult. The eye of Iganis, a ring of fire on a pole, is often planted as a warning outside the homes of minor infractors, but a number of arson attacks are believed to have been the cult’s retribution for more determined detractors.
Game Mechanics
Providing a generous taste for the feast (equating to around 50 gold pieces worth of offerings) leaves a mystic mark on the offerer. The mark resembles an eye made of flames and lasts for 1 month. Visible only to creatures with truesight or who are native to the Dreaming, the mark itself is harmless, but it is a signal to creatures who can see it that the bearer is under the protection of Iganis.
On most occasions, lesser creatures of the Dreaming who sees the mark are not inclined to challenge the offerer, and it provides advantage on Persuasion, Deception, and Intimidation checks against such creatures. More powerful fey or those opposed to Iganis may see it as a challenge or threat, and the bearer and those with them suffer disadvantage on the above skill checks.
Grovekept
Grovekept
Whether in the Dreaming or the waking, dryad groves are sheltered and secret places where potentially dozens of heart trees are carefully tended behind walls of bramble and wards of misdirection. Here the capricious dryads play out a microcosm of the fey courts, jostling for social position amidst the Court of Groves, which may or may not involve other dryad groves. Life here is safe from everything but gossip, drama, and intrigue. However, the efforts of the older dryads do little to keep the naturally curious sprouts—mortal and fey alike—from venturing out into the world. Wanderlust is built into the very heart of a dryad, for how else could the forest see beyond the trees?
Inevitably, dryad groves fill up with other creatures as well: mortals who took a gorgeous, leafy hand, only to be whisked away. Sometimes children are born to the Court from such mortals or are brought here by the fey themselves. The grovekept are often entirely unconcerned and unused to real consequences for their actions. Only the health of the land and their position in the clique matter. The forest will take care of the rest, why worry?
Characters raised in the grovekept culture share a variety of traits in common with one another.
Clique Sense. Living in the groves gives you an innate sense for social structures and pecking orders. After you speak with a group for at least 1 minute, you can use an action to make either an Insight or Persuasion check opposed by their group Deception check. On a success, you learn the following information about the group:
- Which member is the leader or most in charge.
- Which member is at the bottom of the hierarchy.
- If the group is close-knit or only loosely associated.
- If any members are romantically or carnally interested in each other.
Courtly Skills. You gain proficiency in Culture and one from Insight, Performance, Persuasion, and Stealth. You also gain proficiency with one musical instrument of your choice
Fey Roots. The Dreaming runs deep within you. In addition to being humanoid, you also have the fey creature type.
Polite Smile. You are well acquainted with the tactics fey use to get their way. You gain an expertise die on saving throws to avoid being charmed or frightened .
Sheltered Dreaming. The Court of Groves keeps its seedlings as cut off from the material world as possible, while training them in fey etiquette. You gain the courtly manners and etiquette skill speciality in Culture. This expertise die increases by one step if it involves influencing fey creatures. However, you have disadvantage on Culture checks regarding cultures you have not directly interacted with.
Languages. You can speak, read, write, and sign Common and Sylvan.