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Post by Admin on Jul 17, 2018 14:10:22 GMT -6
The Force
Force talents and disciplines are the heart of a force wielder’s craft. They are the mental exercises and formulae used to forge will into tangible, magical effects. Force disciplines were each discovered by different orders and tend to reflect their creators’ specialties. However, a force wielder can learn any discipline regardless of its associated order.
Using a Discipline Each force discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of force points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. The following sections go into more detail on using a discipline. Force disciplines are magical and function similarly to spells.
Force Focus The Focus section of a discipline describes the benefit you gain when you choose that discipline for your focus.
Effect Options and Force Points A discipline provides different options for how to use it with your force points. Each effect option has a name, and the force point cost of that option appears in parentheses after its name. You must spend that number of force points to use that option, while abiding by your force limit. If you don’t have enough force points left, or the cost is above your force limit, you can’t use the option. Some options show a range of force points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your force limit. Some options let you spend additional force points to increase a discipline’s potency. Again, you must abide by your force limit, and you must spend all the points when you first use the discipline; you can’t decide to spend additional points once you see the discipline in action. Each option notes specific information about its effect, including any action required to use it and its range.
Components Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of force wielders comes from the mind.
Duration An effect option in a discipline specifies how long its effect lasts. Instantaneous. If no duration is specified, the effect of the option is instantaneous. Concentration. Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s force point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute. Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.
Targets and Areas of Effect Force disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.
Saving Throws and Attack Rolls If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your force ability. Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your force ability.
Combining Force Effects The effects of different force disciplines add together while the durations of the disciplines overlap. Likewise, different options from a force discipline combine if they are active at the same time. However, a specific option from a force discipline doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many force points were used to create the effect— applies while the durations of the effects overlap. Force and spells are separate effects, and therefore their benefits and drawbacks overlap. A force effect that reproduces a spell is an exception to this rule.
Force Orders
The following are subclasses for the Consular, Guardian, and Sentinel classes. If you are playing Adept, you can ignore this section.
Gray The Order of the Gray uses the force to its absolute limits. Followers of this order are known as Grays. They use force energy to modify their bodies, strengthening them against attack and turning themselves into living weapons. Their mastery of the force form grants them their name, for Grays are the balance between light and dark.
Immortal Durability Starting at 1st level, your hit point maximum increases by 1 per force wielder level. In addition, while you aren’t wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Constitution modifier.
Force Resilience Starting at 3rd level, your force energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your force ability modifier (minimum of 0) if you have at least 1 hit point.
Surge of Health Starting at 6th level, you can draw on your focus to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you. Your focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. You can’t use this feature if you can’t use your focus.
Immortal Will Starting at 14th level, you can draw on your reserves of force power to survive beyond death. At the end of your turn while at 0 hit points, you can spend 5 force points to immediately regain a number of hit points equal to your force wielder level + your Constitution modifier.
Jedi Force wielders of the Order of the Jedi delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these mystics vary from tyrants to inspiring leaders who are loved by their followers. Jedi can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.
Breadth of Knowledge At 1st level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.
Force in Battle Starting at 3rd level, you project an inspiring aura. While you aren’t incapacitated, each ally within 30 feet of you who can see you gains a +2 bonus to initiative rolls.
Force in Healing Beginning at 6th level, you project an aura of resilience. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your force ability modifier (minimum of 0) whenever they regain hit points from a force discipline.
Force in Speed Starting at 14th level, you project an aura of speed. While you aren’t incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.
Sith Force wielders of the Order of the Sith keep their minds in a strange, rarified state. They seek to accumulate as much power as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of power they call the noosphere. Sith, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much power as possible, and the pursuit of secrets and hidden lore can become an obsession for them.
Armor Training At 1st level, you gain proficiency with medium armor and shields.
Elemental Attunement Starting at 3rd level, when a creature’s resistance reduces the damage dealt by a force ability of yours, you can spend 1 force point to cause that use of the discipline to ignore the creature’s resistance. You can’t spend this point if doing so would increase the ability’s cost above your force limit.
Force Surge Starting at 6th level, you can overload your focus to unleash a devastating lightning attack. Using an action, you release force energy from your fingertips that manifests itself into a cone of lightning. The cone travels 15ft, and any creature caught in the cone must make a Dexterity saving throw or take 3d10 lightning damage. A creature that saves the throw takes half damage. Your focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest. The number of damage die increases at level 10 to 5d10, and at level 18 to 7d10. At level 14, if a creature fails the save, it is stunned for one round. You can’t use this feature if you can’t use your focus.
Cutting Resonance At 14th level, you gain the ability to infuse your weapon attacks with force energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 2d8 necrotic damage to the target. This extra damage can only be applied once per turn.
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Post by Admin on Jul 17, 2018 14:51:28 GMT -6
Discipline Descriptions The force disciplines are presented here in alphabetical order. Adaptive Body Adept Discipline You can alter your body to match your surroundings, allowing you to withstand punishing environments. With greater force energy, you can extend this protection to others. Focus. While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. Environmental Adaptation (2 force). As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour. Adaptive Shield (3 force). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage— until the end of your next turn. Energy Adaptation (5 force; conc., 1 hr.). As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. Energy Immunity (7 force; conc., 1 hr.). As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. Aura Sight Consular Discipline You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature. Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks. Assess Foe (2 force). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. Read Moods (2 force). As a bonus action, you learn a oneword summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent. View Aura (3 force; conc., 1 hr.). As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or force effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. Perceive the Unseen (5 force; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. Brute Force Guardian DisciplineYou augment your natural strength with force energy, granting you the ability to achieve incredible feats of might. Focus. While focused on this discipline, you have advantage on Strength (Athletics) checks. Brute Strike (1–7 force). As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per force point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage. Knock Back (1–7 force). When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per force point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per force point spent.Mighty Leap (1–7 force). As part of your movement, you jump in any direction up to 20 feet per force point spent. Feat of Strength (2 force). As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn. Celerity Sentinel Discipline You channel force power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal. Focus. While focused on this discipline, your walking speed increases by 10 feet. Rapid Step (1–7 force). As a bonus action, you increase your walking speed by 10 feet per force point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well. Agile Defense (2 force). As a bonus action, you take the Dodge action. Blur of Motion (2 force). As an action, you cause yourself to be invisible during any of your movement during the current turn. Surge of Speed (2 force). As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. Surge of Action (5 force). As a bonus action, you can Dash or make one weapon attack. Concealment Adept Discipline You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.Step from Sight (2 force). As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.Cloak (3 force; conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one additional creature for every additional force point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. Enduring Invisibility (7 force; conc., 1 min.). As a bonus action, you turn invisible and remain so until your concentration ends. Crown of Despair Consular Discipline You have learned to harvest seeds of despair in a creature’s psyche, wracking it with self-doubt and inaction. Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks. Crowned in Sorrow (1–7 force). As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes 1d8 psychic damage per force point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage. Call to Inaction (2 force; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to seed it with overwhelming ennui. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw. The save automatically succeeds if the target is immune to being charmed. On a failed save, it sits and is incapacitated until your concentration ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Visions of Despair (3 force). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes 3d6 psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by 1d6 per additional force point spent on it. Dolorous Mind (5 force; conc., 1 min.). As an action, you choose one creature you can see within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Crown of Disgust Sentinel Discipline You cause a creature to be flooded with emotions of disgust. Focus. While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened. Eye of Horror (1–7 force). As an action, choose one creature you can see within 60 feet of you. The target must make a Charisma saving throw. On a failed save, it takes 1d6 psychic damage per force point spent and can’t move closer to you until the end of its next turn. On a successful save, it takes half as much damage. Wall of Repulsion (3 force; conc., 10 min.). As an action, you create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 10 feet high, and 1 foot thick. The wall lasts until your concentration ends. Any creature attempting to move through it must make a Wisdom saving throw. On a failed save, a creature can’t move through the wall until the start of its next turn. On a successful save, the creature can pass through it. A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly. Visions of Disgust (5 force; conc., 1 min.). You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects. World of Horror (7 force; conc., 1 min.). As an action, choose up to six creatures within 60 feet of you. Each target must make a Charisma saving throw. On a failed save, a target takes 8d6 psychic damage, and it is frightened until your concentration ends. On a successful save, a target takes half as much damage. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Crown of Rage Guardian Discipline You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to. Focus. While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage. Primal Fury (1–7 force). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per force point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. The save automatically succeeds if the target is immune to being charmed. Fighting Words (2 force; conc., 10 min.). If you spend 1 minute conversing with a creature, you can attempt to leave a simmering violence in its mind. At the end of the minute, you can use an action to force the creature to make a Wisdom saving throw to resist feeling violent urges against one creature you describe to it or name. The save automatically succeeds if the target is immune to being charmed. On a failed save, the target attacks the chosen creature if it sees that creature before your concentration ends, using weapons or spells against a creature it was already hostile toward or unarmed strikes against an ally or a creature it was neutral toward. Once the fight starts, it continues to attack for 5 rounds before this effect ends. This effect immediately ends if the target or any ally it can see is attacked or takes damage from any creature other than the one it has been incited against. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Mindless Courage (2 force). You cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until the end of your next turn, it can’t willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed. Punishing Fury (5 force; conc., 1 min.). You cause a creature's rage to grow so hot that it attacks without heeding its own safety. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. The save automatically succeeds if the target is immune to being charmed. Force Arrow Sentinel Discipline You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark. Focus. While you are focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage. Speed Dart (1–7 force). As a bonus action, you imbue one ranged weapon you hold with force power. The next attack you make with it that hits before the end of the current turn deals an extra 1d8 damage per force point spent. The damage type can be chosen between cold, fire, force, lightning, or radiant. Seeking Missile (2 force). As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target. Faithful Archer (5 force; conc., 1 min.). As a bonus action, you imbue a ranged weapon with a limited sentience. Until your concentration ends, you can make an extra attack with the weapon at the start of each of your turns (no action required). If it is a thrown weapon, it returns to your grasp each time you make any attack with it. Force Mind Consular Discipline You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things. Focus. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends. Wandering Mind (2–6 force; conc., 10 min.). You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 force points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required. Find Creature (2 force; conc., 1 hr.). You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane. Item Lore (3 force; conc., 1 hr.). You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.
Psychic Speech (5 force). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use. Wandering Eye (6 force; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.Phasing Eye (7 force; conc., 1 hr.). As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.
Force Restoration Consular Discipline You wield force energy to cure wounds and restore health to yourself and others. Focus. While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it. Mend Wounds (1–7 force). As an action, you can spend points to restore hit points to one creature you touch. The creature regains 1d8 hit points per point spent. Restore Health (3 force). As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature. Ritual of Healing (4-7 force, conc., 10 min.). As an action, you spend ten minutes focusing your force energy to heal injuries. At the end of the 10 minutes, you have a pool of hit points equal to fifteen times the number of force points spent. You can give out any number of these hit points to any creature within 60 feet of you. Restore Life (5 force). As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can’t return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts. Restore Vigor (7 force). As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. Force Weapon Guardian Discipline You have learned how to channel force energy into your attacks, lending them devastating power. Focus. Whenever you focus on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a force wielder, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls. Ethereal Weapon (1 force). As a bonus action, you temporarily transform one weapon you’re holding or your unarmed strike into pure force energy. The next attack you make with it before the end of your turn ignores the target’s armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. On a successful save, the target takes half damage from the attack but suffers no additional effects that would normally be imposed on a hit. Lethal Strike (1–7 force). As a bonus action, you imbue a weapon you’re holding or your unarmed strike with psychic energy. The next time you hit with it before the end of your turn, it deals an extra 1d10 damage per point spent. The damage type can be chosen between cold, fire, force, lightning, or radiant. Augmented Weapon (5 force; conc., 10 min.). As a bonus action, touch one simple or martial weapon. Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls. Intellect Fortress Adept Discipline You forge an indomitable wall of force energy around your mind—one that allows you to launch counterattacks against your opponents. Focus. While focused on this discipline, you gain resistance to psychic damage.Psychic Backlash (2 force). As a reaction, you can impose disadvantage on an attack roll against you if you can see the attacker. If the attack still hits you, the attacker takes 2d10 psychic damage. Psychic Parry (1–7 force). As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +1 bonus to that saving throw for each force point you spend on this ability. You can use this ability after rolling the die but before suffering the results. Psychic Redoubt (5 force; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws. Iron Durability Sentinel Discipline You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures. Focus. While focused on this discipline, you gain a +1 bonus to AC. Iron Hide (1–7 force). As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each force point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack. Steel Hide (2 force). As a bonus action, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn. Iron Resistance (7 force; conc., 1 hr.). As an action, you gain resistance to bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends. Mantle of Awe Adept Discipline You learn to use force energy to manipulate others with a subtle combination of force and your own, natural charm. Focus. While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1). Charming Presence (1–7 force). As an action, you exert an aura of sympathetic power. Roll 2d8 per force point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes, regarding you as a friendly acquaintance. Subtract each creature’s hit point maximum from the total before moving on to the next creature. A creature’s hit point maximum must be equal to or less than the remaining total for that creature to be affected. Center of Attention (2 force; conc., 1 min.). As an action, you exert an aura of power that grabs a creature's attention. Choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage. Invoke Awe (7 force; conc., 10 min.). As an action, you exert an aura that inspires awe in others. Choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. Mantle of Command Sentinel Discipline You exert an aura of trust and authority, enhancing the coordination among your allies. Focus. While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated. Coordinated Movement (2 force). As a bonus action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to move up to half their speed, following a path of your choice. Commander’s Sight (2 force; conc., 1 rnd.). As an action, choose one creature you can see within 60 feet of you. Until the start of your next turn, your allies have advantage on attack rolls against that target. Command to Strike (3 force). As an action, choose one ally you can see within 60 feet of you. That ally can use their reaction to immediately take the Attack action. You choose the targets. Strategic Mind (5 force; conc., 1 min.). As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. Until your concentration ends, any ally within 60 feet of you on their turn can, as a bonus action, take the Dash or Disengage action or roll a d4 and add the number rolled to each attack roll they make that turn. Overwhelming Attack (7 force). As an action, choose up to five allies you can see within 60 feet of you. Each of those allies can use their reaction to take the Attack action. You choose the targets of the attacks. Mantle of Courage Guardian Discipline You focus your mind on courage, radiating confidence and bravado to your allies. Focus. While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened. Incite Courage (2 force). As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature. Aura of Victory (1–7 force; conc., 10 min.). As a bonus action, you project force energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the force points spent to activate this effect. Pillar of Confidence (6 force; conc., 1 rnd.). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action. Mantle of Fear Consular Discipline You tap into a well of primal fear and turn yourself into a beacon of terror to your enemies. Focus. While focused on this discipline, you have advantage on Charisma (Intimidation) checks. Incite Fear (2 force; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. Whenever the frightened target ends its turn in a location where it can’t see you, it can repeat the saving throw, ending the effect on itself on a success. Unsettling Aura (3 force; conc., 1 hr.). As a bonus action, you cloak yourself in unsettling psychic energy. Until your concentration ends, any enemy within 60 feet of you that can see you must spend 1 extra foot of movement for every foot it moves toward you. A creature ignores this effect if immune to being frightened. Incite Panic (5 force; conc., 1 min.). As an action, choose up to eight creatures you can see within 90 feet of you that can see you. At the start of each of a target’s turns before your concentration ends, the target must make a Wisdom saving throw. On a failed save, the target is frightened until the start of its next turn, and you roll a die. If you roll an odd number, the frightened target moves half its speed in a random direction and takes no action on that turn, other than to scream in terror. If you roll an even number, the frightened target makes one melee attack against a random target within its reach. If there is no such target, it moves half its speed in a random direction and takes no action on that turn. This effect ends on a target if it succeeds on three saving throws against it. Mantle of Fury Guardian Discipline You allow the primal fury lurking deep within your mind to burst forth, catching you and your allies in an implacable bloodthirst. Focus. While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5foot increase to their walking speed during that turn. Incite Fury (2 force; conc., 1 min.). As a bonus action, choose up to three allies you can see within 60 feet of you (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when rolling damage for a melee weapon attack and add the number rolled to the damage roll. Mindless Charge (2 force). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target can immediately use its reaction to move up to its speed in a straight line toward its nearest enemy. Aura of Bloodletting (3 force; conc., 1 min.). As a bonus action, you unleash an aura of rage. Until your concentration ends, you and any creature within 60 feet of you has advantage on melee attack rolls. Overwhelming Fury (5 force; conc., 1 min.). As an action, you flood rage into one creature you can see within 60 feet of you. The target must succeed on a Charisma saving throw, or it can use its actions only to make melee attacks until your concentration ends. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Mantle of Joy Consular Discipline You tap into the joy within you, radiating it outward in soothing, psychic energy that brings hope and comfort to creatures around you. Focus. While focused on this discipline, you have advantage on Charisma (Persuasion) checks. Soothing Presence (1–7 force). As a bonus action, choose up to three creatures you can see within 60 feet of you. Each target gains 3 temporary hit points per force point spent on this effect. Comforting Aura (2 force; conc., 1 min.). As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total.
Move (2–7 force). Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the force points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 10 Dexterity saving throw or take damage as listed on the table below.
Force Spent | Max Weight | Bludgeon DMG | 2 | 25 lbs. | 2d6 | 3 | 50 lbs. | 4d6 | 4 | 150 lbs. | 5d6 | 5 | 250 lbs. | 6d6 | 6 | 500 lbs. | 7d6 | 7 | 1000 lbs. + | 8d6 |
Inertial Armor (2 force). As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor. Telekinetic Barrier (3 force; conc., 10 min.). As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points. Grasp (3 force; conc., 1 min.). You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your force ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend force points to boost your check, abiding by your force limit. You gain a +1 bonus to DC per 2 force points spent. While a target is grappled in this manner, you create one of the following effects as an action: Crush (1–7 force). The target takes 1d6 bludgeoning damage per force point spent. Move (1–7 force). You move the target up to 5 feet per force point spent. You can move it in the air and hold it there. It falls if the grapple ends.Mastery of Ice Consular Discipline You master the power of ice, shaping it to meet you demands. Focus. While focused on this discipline, you have resistance to cold damageIce Spike (1–7 force).As an action, you hurl a mote of ice at one creature you can see within 120 feet of you. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 cold damage per force point spent and has its speed halved until the start of your next turn. On a successful save, the target takes half as much damage. Ice Sheet (2 force). As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 20foot radius centered on that point becomes covered in ice for 10 minutes. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope. Frozen Sanctuary (3 force). As a bonus action, you sheathe yourself with icy resilience. You gain 20 temporary hit points. Frozen Rain (5 force; conc., 1 min.). As an action, choose a point you can see within 120 feet of you. The air in a 20-footradius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional force point spent on it. Ice Barrier (6 force; conc., 10 min.). As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has AC 12 and 30 hit points. A creature that damages the wall with a melee attack takes cold damage equal to the damage the creature dealt to the wall.
Mastery of Light and Darkness Sentinel Discipline You claim dominion over light and darkness with your mind. Focus. While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision. Darkness (1–7 force). As an action, you create an area of magical darkness, which foils darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per force point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area. Light (2 force; conc., 1 min.). As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage.
Shadow Beasts (3 force; conc., 1 min.). As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block. Radiant Beam (5 force; conc., 1 min.). As an action, you project a beam of light at one creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes 6d6 radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by 1d6 per each additional force point spent on it.
Mastery of Weather Sentinel Discipline Your mind reaches into the sky, reshaping the stuff of storms to serve your needs. Focus. While focused on this discipline, you have resistance to lightning and thunder damage.
Cloud Steps (1–7 force; conc., 10 min.). As an action, you conjure forth clouds to create a solid, translucent staircase that lasts until your concentration ends. The stairs form a spiral that fills a 10-foot-by-10-foot area and reaches upward 20 feet per force point spent. Hungry Lightning (1–7 force). As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy armor. The target takes 1d8 lightning damage per force point spent on a failed save, or half as much damage on a successful one.
Wall of Clouds (2 force; conc., 10 min.). As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Creatures can pass through it without hindrance, but the wall blocks vision. Whirlwind (2 force). As an action, choose a point you can see within 60 feet of you. Winds howl in a 20-foot-radius sphere centered on that point. Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. Lightning Leap (5 force). As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability’s damage by 1d6 per additional force point spent on it.
Wall of Thunder (6 force; conc., 10 min.). As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone. Thunder Clap (7 force). As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 thunder damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
Precognition Consular Discipline By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights. Focus. While focused on this discipline, you have advantage on initiative rolls. Precognitive Hunch (2 force; conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total. All-Around Sight (3 force). In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss. Danger Sense (5 force; conc., 8 hr.). As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative. Victory Before Battle (7 force). When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.
Psychic Assault Adept Discipline You wield your mind like a weapon, unleashing salvos of force energy. Focus. While focused on this discipline, you gain a +2 bonus to damage rolls with force talents that deal psychic damage. Force Blast (1–7 force). As an action, choose one creature you can see within 60 feet of you. The target takes 1d4 psychic damage per point spent on this ability. Ego Whip (3 force). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.
Id Insinuation (5 force). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, the creature takes 5d8 psychic damage, and it goes into a fury, as its id runs rampant. On its next turn, it can use its action only to take the Dodge or Attack action. On a successful save, it takes half as much damage. Psychic Blast (6 force). As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. You can increase the damage by 2d8 if you spend 1 more point on this ability. Psychic Crush (7 force). As an action, you create a 20-foot cube of psychic energy within 120 feet of you. Each creature in that area must make an Intelligence saving throw. On a failed save, a target takes 8d8 psychic damage and is stunned until the end of your next turn. On a successful save, a target takes half as much damage.
Psychic Disruption Guardian Discipline You create psychic static that disrupts other creatures’ ability to think clearly. Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks.
Distracting Haze (1–7 force; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per point spent and can’t see anything more than 10 feet from it until your concentration ends. On a successful save, it takes half as much damage. Daze (3 force). As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the end of your next turn or until it takes any damage. Mind Storm (5 force). As an action, choose a point you can see within 60 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a target takes 6d8 psychic damage and suffers disadvantage on all saving throws until the end of your next turn. On a successful save, a creature takes half as much damage. You can increase the damage by 1d6 per additional point spent on this ability.
Psychic Inquisition Consular Discipline You reach into a creature’s mind to uncover information or plant ideas within it. Focus. While focused on this discipline, you know when a creature communicating with you via telepathy is lying. Hammer of Inquisition (1–7 force). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.
Forceful Query (2 force). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed. Psychometry (5 force; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours. Phantom Idea (6 force; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”). With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.
Psychic Phantoms Guardian Discipline Your power reaches into a creature’s mind and causes it false perceptions. Focus. While focused on this discipline, you have advantage on Charisma (Deception) checks. Distracting Figment (1–7 force). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage. Phantom Foe (3 force; conc., 1 min.). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can’t take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional point spent on the ability.
Phantom Betrayal (5 force; conc., 1 min.). As an action, you plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed. Phantom Riches (7 force; conc., 1 min.). As an action, you plant the phantom of a greatly desired object in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target’s behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn’t taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pyrokinesis Guardian Discipline You align your mind with the energy of fire. Focus. While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage. Combustion (1–7 force; conc., 1 min.). As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per force point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire. Rolling Flame (3 force; conc., 1 min.). As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage. Flamusfracta (5 force). As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one. Fire Form (5 force; conc., 1 min.). As a bonus action, you become wreathed in flames until your concentration ends. Any creature that end its turn within 5 feet of you takes 3d6 fire damage.
Telekinesis Adept Discipline You can use telekinetic energy on yourself to alter your physical abilities and form. Focus. While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking. Telekinetic Step (1–7 force). As part of your move on your turn, you can fly up to 20 feet for each force point spent. If you end this flight in the air, you fall unless something else holds you aloft.
Telekinetic Stream (1–7 force). As an action, you create a line of focused telekinetic energy that is 30 feet long and 5 feet wide. Each creature in that area must make a Strength saving throw, taking 1d8 bludgeoning damage per force point spent and being knocked prone on a failed save, or half as much damage on a successful one. Cloak of Telekinesis (3 force; conc., 10 min.). As a bonus action, you seize control of the air around you to create a protective veil. Until your concentration ends, attack rolls against you have disadvantage, and when a creature you can see misses you with a melee attack, you can use your reaction to force the creature to repeat the attack roll against itself. Telekinetic Form (5 force; conc., 10 min.). As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends. Misty Form (6 force; conc., 1 min.). As an action, your body becomes like a misty cloud until your concentration ends. In this form, you gain resistance to bludgeoning, piercing, and slashing damage, but you can’t take actions other than the Dash action. You can pass through openings that are no more than 1 inch wide without squeezing.
Telepathic Contact Consular Discipline By channeling force power, you gain the ability to control other creatures by substituting your will for their own. Focus. While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline. Exacting Query (2 force). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. Occluded Mind (2 force). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed. Broken Will (5 force). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
Psychic Grip (6 force; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. Psychic Domination (7 force; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.
Third Eye Sentinel Discipline You create a third, psychic eye in your mind, which you cast out into the world. It channels thoughts and knowledge back to you, greatly enhancing your senses. Focus. While focused on this discipline, you have darkvision with a range of 60 feet. If you already have darkvision with that range or greater, increase its range by 10 feet. Tremorsense (2 force; conc., 1 min.). As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends. Unwavering Eye (2 force). As a bonus action, you gain advantage on Wisdom checks for 1 minute. Piercing Sight (3 force; conc., 1 min.). As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends Truesight (5 force; conc., 1 min.). As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.
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