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Scientist

Scientist

Scientist

Outer space is a fundamentally inhospitable realm, and knowledge is the tool for avoiding and overcoming its dangers. Among voidrunners, scientists are indispensable members of the team whose education and technical knowledge create means for the team to survive and triumph. Scientists are deeply learned people, no matter their background or formal education level.

 

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.

Scientist Archetypes
Engineer
Expert
Hacker
Inventor
Medic

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
Known

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

 


1st LevelCLASS 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. 

  • 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. 


1st LevelScientist 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..


1st LevelEncyclopedic 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.


1st LevelPraxes

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


1st LevelTools 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.


1st LevelScrutinize

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 Feature2nd Level

At 2nd level you gain another archetype feature.


Level 3Academic 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.


Level 4Ability 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.


6th levelArchetype Feature

At 6th level you gain another archetype feature.


Scientific Leadership7th level

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.


6th levelArchetype Feature

At 8th level you gain another archetype feature.


9th LevelScientific 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

  1. The Fleet.
  2. Scientific research organization.
  3. Famous charity.
  4. Social media icon or news outlet.
  5. Religious organization.
  6. Criminal organization.

Achievement

  1. Physics or Chemistry.
  2. Biology or Medicine.
  3. Information Technology or Cybernetics.
  4. Peacemaking or Social Justice.
  5. Courage or Public Service.
  6. "Person of the Year."

 

Prize

  1. Trophy of gold, platinum, or other precious substance.
  2. Medal, insignia, or ribbon.
  3. Portrait, bust, or statue.
  4. 1,000 credits cash.
  5. Honorary doctoral degree.
  6. Honorary title of nobility.

10th Level

Archetype Feature

At 10th level you gain another archetype feature.


17th LevelArchetype Feature

At 14th level you gain another archetype feature.


15th level

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 GeniusLevel 20

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

4+

Biosensors, advanced cold shielding, drone port (sans drone), first aid kit, grappling hook, ground anchors, hazmat shielding, advanced heat shielding, integrated tool (sans tool), personal jammer, mindshielding, pocket, recharge port, repair kit, secondary armor plating, weapon hatch (sans weapon), advanced weapon hatch (sans weapon)

6+

Glider wings, mass jammer, kinetic assistance, recon apparatus, environmental recycling, nightvision goggles

8+

Jetpack, power claw

 

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

Psyknightn

Not all those who feel the draw of psychic energies walk the ascetic and esoteric path of the psion. There are those with psionic talent that cultivate the more physical and visceral expressions of psionic power. These psyknights combine the mental disciplines with rigorous physical and martial training. In an age of laser guns and starship battles, psyknights prefer face-to-face conflict resolution, whether via diplomatic means or by more aggressive negotiations with their iconic starglaives.

 

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.

Psyknight Archetypes
Soulknife
Praetor
Auditor

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.


Level

Proficiency
Bonus


Features

Isometrics
Known

Reflexes
Known

Powers
Known

Power
Rating

Maneuvers
Known

Maneuver
Degree

1st

+2

Emergent Psionics, Psionic Guard, Psychic Isometrics, Kinetic Burst

1

-

-

- - -

2nd

+2

Combat Maneuvers, Psionic Powers, 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

Sixth Sense

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

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

 


1st LevelCLASS 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

1st LevelEmergent 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.


1st LevelPsionic 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.


1st LevelPsychic 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.


1st LevelKinetic 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 1d4 + 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.


Code of ConscienceLevel 2

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.


Level 2Combat 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.


Level 2Psionic 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.


Extra EffortLevel 3

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.


​ ​​Level 3Psyknight 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.

 

 


Level 4Starwielder 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.


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.

 


Level 5Extra Attack

At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.


6th levelArchetype Feature

At 6th level you gain another archetype feature.


Archetype Feature9th Level

At 9th level you gain another archetype feature.


10th LevelSixth Sense

At 10th level, you gain the ability to sense danger before it happens. You gain advantage on initiative checks and your passive Perception increases by 2.


Level 13Glaring 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 Feature15th Level

At 14th level you gain another archetype feature.


14th LevelMaster 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.


Level 20Beyond 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.

 

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.

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.

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

Psion

The psion is able to bring the power of the mind to bear, using mental powers to manipulate energy and matter, or to telepathically connect with others. Choose the path of the prophetic Auger, the memory altering Mindshear, the lifeforce-attuned Voidmender, or the matter manipulating Warstorm.

 

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?


Level

Proficiency
Bonus


Features

Blast
Damage

DIscoveries
Known

Psionic
Points

Reflexes
Known

Power
Rating

1st

+2

Psionic Blast, Psionic Powers

1d8

-

4

1 I

2nd

+2

Cognitive Discoveries, Psionic Speciality (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

Psionic Speciality (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

Enhanced Blast (4), Psion 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

 


1st LevelCLASS 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.

1st LevelPionic 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.


1st LevelPsionic 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.


Level 2Cognitive 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.


Level 2Psionic 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 EgoLevel 2

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.


Level 3Psion 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.


Level 4Ability 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.


Level 4Demanding 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


Level 5Psionic 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.


6th LevelEnhanced 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 15th 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.


7th LevelArchetype Feature

At 7th level you gain another archetype feature.


10th LevelGuarded 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


Level 13Mental 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.


14th LevelSelf Evolution

At 14th level, you gain proficiency in Wisdom and Charisma saving throws.


15th LevelArchetype Feature

At 15th level you gain another archetype feature.


Level 20Space & 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 one 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.

Summer Blade

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.


 

Dryadborn

Dryadborn

 

From towering redwoods to flowering cherry wood, every arboreal form found in nature is reflected in the dryads, and passed down to any dryadborn they produce. Their heart tree is often reflected in their personalities as well, with those bonded to pines tending towards the tough and prickly and those bonded to fruiting trees tend to be softer and more welcoming. Regardless, their appearance is almost never subtle, with many having blossoms or fronds for hair, skin more akin in texture and color to bark, and even some with sprouting branches.

Dryadborn are far from a unified people. Many of the first were initially produced after a dryad’s union with a mortal, growing out from the fey’s heart tree in the Dreaming into the form of a mortal infant. Others were crafted entirely from the dryad’s heart tree. Depending on their dryad progenitor, some were raised as servants, spies, and the like for the dryad or their court, while others were regarded as curiosities—a precarious situation among the famously fickle fey.

As eons passed, the dryadborn spread, fulfilling their internal mandate to go forth and see the world. Some had their own families and have became their own distinct people. Few directly know the dryad that created their lineage, especially if they make their home in the Waking. Others are similar to planetouched, their fey traits arising unexpectedly from what was thought to be a mundane bloodline. Comparatively few now are directly made by a dryad, and still fewer outside the Dreaming.

Dryadborn Traits

Characters with the dryad heritage share a variety of traits in common with one another. 

Age. Dryadborn age quickly from infancy to adolescence in the span of a year, at which point their aging and life cycle depends on their progenitor’s heart tree. Those coming from palm and persimmon dryads mature similarly to orcs, while sequoias and some pines result in dryadborn with lifespans more comparable to elves.

Size. Dryads are tall and thin, but their density depends on their origins. Those from lighter woods are usually around 160 pounds, while those from heavier trees can weigh over 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Dryad Magic. You know the entangle spell and can cast it without using a spell slot once per long rest . Your spellcasting ability for this spell is Wisdom or Charisma (whichever is highest).

Flora. You have more in common biologically with flora than fauna. Instead of being a humanoid, you have the plant creature type.

Verdant Jaunt. As a bonus action, you can spend 5 feet of movement to magically pass through an adjacent plant and exit out of another plant of the same kind you can see within 30 feet. The plants you enter or exit from must be at least Medium sized, or they must be a collection of the same kind of plants that fill at least a 5-foot wide surface such as grasses, shrubs, or mosses.

You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses after a long rest .


Dryadborn Gifts

While each dryadborn is an individual, all are deeply grounded to the nature of their progenitor’s heart tree, making for vastly different beings.

Blossom-Crowned

These dryadborn bloom with vibrant, possibly otherworldly colors. You have the following traits:

Charming Bouquet. You gain proficiency in your choice of Deception, Persuasion, or Performance.

Fey Glamour. You can attempt to glamour creatures that can see, hear, or smell you within 10 feet as a bonus action. Each creature of your choice within range makes a Wisdom saving throw . On a failed save, it becomes fixated on you until the end of your next turn. During this time, the creature has disadvantage on attack rolls. The DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. If a target’s saving throw is successful or if the effect ends for it, the creature is immune to your fey glamour for 24 hours.

You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a long rest.

Protective Petals. When you are hit by an attack, you can use your reaction to shake off an obscuring screen of flower petals. For the next round, you gain a +5 bonus to your AC, including against the triggering attack, potentially turning a hit into a miss.

Elderbark

Not all dryadborn are lithe and flighty. Some grow strong with the old growth of their progenitor’s forest, tough as the ancient roots that dig below the mountains. You have the following traits:

Barkskinned. While you aren’t wearing armor, your AC equals 12 + your Constitution modifier. You can use a shield and still gain this benefit.

Deep Roots. When determining your carrying capacity and the weight that you can push, drag, or lift, your size is considered to be Large. Additionally, you can grapple or shove creatures up to two size categories larger than yourself.

Finally, when you fail a saving throw against an effect that would push you, knock you prone , or cause you to be grappled , you may take root as a reaction and immediately reroll it, taking the new result. If you do, you can immediately reroll that saving throw and take the new result. Once you use this feature, you must finish a long rest before doing so again.

New Growth

You were directly created by a dryad, and the magic of the fey thrums through you with especial strength. Many of these dryadborn were created specifically to protect their progenitor’s heart tree. You have the following traits:

Expanded Dryad Magic. You know the shillelagh cantrip. Once you reach 3rd level, you can cast animal friendship once per long rest. At 5th level, you can cast speak with plants without material components once per long rest. Wisdom is your spellcasting ability for these spells.

Ever-Vigilant Tender. You do not have to sleep and are immune to being put to sleep by magical means. A long rest remains 8 hours for you as normal, and the time must be filled only with light activity.

Heart Tree Connection. Your soul is intricately linked the specific tree of the dryad that made you. Work with your Narrator to determine the location and circumstances of this tree. If you die while your heart tree remains alive and matured and you are on the same plane (or the Dreaming), you can choose to be reborn from the heart tree, retaining all your abilities and memories rather than moving onto an afterlife. This is still traumatizing, however, and you suffer 3 levels each of fatigue and strife . At the conclusion of each long rest, remove one level of fatigue and strife suffered in this way until you are fully recovered.

For the next month, your size is Small and you look like a younger version of yourself. You can’t be reborn from your heart tree while in this state. You return to your normal Medium size in 1 month. If your heart tree dies while you remain alive and you are on the same plane (or the Dreaming), it is immediately reborn from you as a seed. If this seed is planted in fertile soil in an appropriate climate, the tree will grow and mature back into its former state after a year and a day. It can’t be reborn again during this time.

If your heart tree is destroyed and can’t be reborn, you suffer 3 levels of stress , as well as a long-term mental stress effect for the next month, after which you can attempt to recover from it as normal.


Dryadborn Paragon

When you reach 10th level, you exemplify the best of your arboreal heritage. You gain one paragon gift form the following list.

Branching Mind.Choose one of the following saving throws : Intelligence, Wisdom, or Charisma. You gain an expertise die when using the chosen saving throw to resist magic.

Fey Grove Magic. Choose a 5th or 6th level druid spell of the nature school. Once per long rest , you can cast the chosen spell as a 6th level spell (if it is not already) without using a spell slot. Your spellcasting ability for this spell is Wisdom or Charisma (whichever is highest).

Patience of the Trees. As a bonus action, you can enter a state of ponderous contemplation. For the next minute, you gain an expertise die to all Constitution and Wisdom checks. You can use this feature a number of times equal to your proficiency bonus per long rest .


Dryadborn Culture

Within the Dreaming, dryadborn almost exclusively belong to the court of their progenitor, whether it is a group of dryads (known as the Court of Groves) or a larger fey court. There the heritages is largely seen as useful servants and staff, though for individuals this may vary depending on their progenitor’s status and the whim of the head of the court. Outside of this setting and a few carefully guarded groves, dryadborn do not often congregate in large numbers. When they do, it is most often with those of a their own tree species or one that is related or grows in the same biome, as the difference in heart trees leads to vastly different priorities and preferences.

Dryadborn in the Waking largely fall into two categories, depending on what part of their nature they choose to embrace. Those that cultivate the wanderlust that led to their creation find fulfillment in a life on the move, while those more inclined to put down roots devote themselves utterly to their community, defending at all cost the metaphorical heart tree of hearth and home. Regardless of lifestyle, dryadborn are generally most at comfortable with a people that develops similarly to themselves. One connected to a fast-growing tree, such as a beech, eucalyptus, or willow, may find the company of elves slow and tedious, while those connected to oaks, cedars, or mahogany trees likely find humans and orcs flighty and indecisive. The exception to this are peoples who live mostly or entirely underground, such as deep dwarves and deep gnomes—no matter how fond they may be of a group, few dryadborn can fathom the idea of leaving the sun.

Suggested Cultures

While you can choose any culture for your dryadborn, the following cultures are linked closely with this heritage: Dreaming wilds , eladrin , fey court , grovekept .

Pagination