Talent

hit dice: d6 per Talent level
hit points at 1st level: 6 + your Constitution Modifier
hit points at higher levels: 1d6 + your Constitution Modifier
armor proficiencies: Light Armor
weapon proficiencies: Clubs, Daggers, Light Crossbows, Quarterstaffs, Slings and Spears
tools: -
saving throws: Intelligence. One of Constitution or Wisdom.
skills: Two of Animal Handling, Arcana, Deception, History, Insight, Investigation, Perception or Persuasion
starting equipment:

Simple Weapon
Leather Armor
Two Daggers
One of: Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's Pack, Explorer's Pack or Priest's Pack.




spellcasting:
Class LevelProf. BonusManifestation Die1st Order PowersHighest Accessible OrderStrain Maximum
1+2d4425
2+2d4426
3+2d4427
4+2d4528
5+3d6539
6+3d65310
7+3d65311
8+3d65312
9+4d65413
10+4d69414
11+4d69415
12+4d69416
13+5d89517
14+5d89518
15+5d89519
16+5d89520
17+6d89621
18+6d89622
19+6d89623
20+6d89624

class features:

Short Description.

A human in leather armor lifts their hands in the air as if conducting an orchestra. As a blood vessel bursts in their eyes and their nose begins to bleed, the human ignores the pain to cause three orbs of swirling energy to appear in orbit around them. With the orbs forming a protective barrier, the human strides toward a charging gnoll pack, their jaw set in grim determination.
Two monarchs sit at a table and negotiate a treaty while a robed elf stands watch over the proceedings. The elf puts one finger to their temple, quieting their mind and reading the leaders' thoughts in turn to weed out any lies before the monarchs' signatures are inked.
Roaring in anger, a ruby dragonborn raises a gloved fist at an oncoming owlbear. With a sudden rush of heat, a column of flame erupts from the ground to char flesh, feathers, and fur, causing the owlbear to flee. The dragonborn then collapses on the ground, fighting to breathe against the strain wrought by the power that saved their life.
The talent is a master of psionics—a source of incredible power created through sheer force of will. A talent can move and change matter, time, gravity, the laws of physics, or another creature's mind. In rare occurrences, a creature is born with the potential to harness psionic power. But only those who experience an awakening, an event that activates a talent's abilities, can tap into the mind's full strength.

Level 1 Feature.

Martial Levels.
There are three Martial Tiers. Full Martials, Half Martials and Non Martials. As a Talent, you are a Non Martial, however, if your Psionic Specialisation grants you the Extra Attack feature, then the moment you select your Subclass, you will count as a Half Martial. Which means that from that moment forward, you have a Martial Level equal to half your level. When you gain Martial Levels, you can learn Advanced Techniques for weapons with specific Properties. You can find specifics on the Martial Level system in the place designed for it.

Level 1 Feature.

Psionic Power.
With your psionic potential awakened, you can manifest powers through sheer force of will.

Manifestation Ability.
Intelligence is your manifestation ability for your talent powers, letting the sheer might of your mind manipulate the world around you. You use Intelligence whenever a power refers to your manifestation ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a talent power you manifest and when making an attack roll with a talent power.
Power save DC = 8 + Intelligence modifier + Proficiency Bonus
Power attack modifier = Intelligence modifier + Proficiency Bonus

Manifestation Die.
You have a manifestation die that you use when making manifestation tests (see below). At 1st level, your manifestation die is a d4. The die changes as you gain talent levels, as shown in the Manifestation Die column of the Talent table.

Manifestation Score.
Every power of 2nd order or higher has a manifestation score equal to its order. A power's manifestation score increases by 1 for every other power you are concentrating on when you manifest it. For example, if you attempt to manifest the 2nd-order Again power while concentrating on Apparition and Caress of Fire, the manifestation score of Again is 4.

Manifestation Tests.
Whenever you manifest a power of 2nd order or higher, you must make a manifestation test at the end of the power's manifestation time. To make a manifestation test, roll your manifestation die and note the result:
-If the roll is higher than the power's manifestation score, you manifest the power.
-If the roll is equal to the power's manifestation score, you manifest the power, then gain 1 strain.
-If the roll is lower than the power's manifestation score, you manifest the power, then gain strain equal to the power's order.
If the amount of strain you gain from manifesting a power would cause you to exceed your strain maximum (see "Strain" below), you can choose to either manifest the power then immediately die; or to not manifest the power, gain no strain, and drop to 0 hit points.

Strain.
Manifesting psionic powers can put stress on a manifester's body, mind, and soul. The strain mechanic represents this stress for your talent character.
Strain Maximum:
At 1st level, your strain maximum is 5. If your strain ever exceeds your strain maximum, you die. If you are returned to life after dying as a result of gaining strain, you return to life with strain equal to your strain maximum.
Your strain maximum increases as you gain talent levels, as shown in the Strain Maximum column of the Talent table.
Gaining Strain:
Strain can manifest in three different ways for a talent:
-When you gain body strain, your physical prowess is depleted.
-When you gain mind strain, your mental fortitude weakens.
-When you gain soul strain, your connection to self and reality weakens.
Whenever you gain strain, you choose which type of strain it is and how much strain is applied as that type. For example, if you gain 3 strain while manifesting a 3rd order power, you can choose to gain all 3 strain as body, mind, or soul strain; you can gain 2 strain in body and 1 in mind; you can gain 1 strain each in body, mind, and soul; and so forth.
Strain Effects:
As you gain strain, you gain detrimental strain effects as shown on the Talent Strain table. These effects are cumulative. For instance, if you have 3 body strain, you have disadvantage on Strength and Dexterity checks and your speed is halved.

StrainBody Strain EffectsMind Strain EffectsSoul Strain Effects
1Disadvantage on Strength and Dexterity checksCan't take the Dash, Disengage or Dodge actionsDisadvantage on Wisdom and Charisma checks
2No effectNo effectNo effect
3Speed halvedLose proficiency in all skillsDisadvantage on death saving throws
4No effectNo effectNo effect
5Disadvantage on Strength and Dexterity saving throws−5 penalty to ACDisadvantage on Wisdom and Charisma saving throws
6No effectNo effectNo effect
7Hit point maximum halvedLose proficiency in all saving throwsWhen a supernatural effect causes you to regain hit points, you regain only half the amount you normally would
8No effectNo effectNo effect

Optional Cosmetic Effects:
Whenever you gain strain, you can also choose a cosmetic effect. These cosmetic effects don't impact game mechanics, but they can help you roleplay how taking on more strain feels to your character.

Reducing Strain:
When you finish a short rest, you can spend Hit Dice to remove strain instead of using them to regain hit points. For each Hit Die spent this way, you lose 1 strain from body, mind, or soul (your choice). When you finish a long rest, your strain is reduced to 0.

1st Order Powers:
At 1st level, you know four 1st order powers. You learn additional 1st order powers of your choice at higher levels, as shown in the 1st-order Powers column of the Talent table. Manifesting 1st-order powers doesn't require a manifestation test.

Powers Known:
At 1st level, you know two 2nd-order powers, which are the highest-order powers you can manifest. When you reach certain levels of this class, you can manifest powers of higher orders: 3rd order powers at 5th level, 4th order powers at 9th level, 5th order powers at 13th level, and 6th order powers at 17th level.

Learning New Powers:
At 1st level, you can learn only 2nd order powers, and can manifest 1st order and 2nd order powers. But as you increase in level, there is no limit to the number of powers of 2nd order or higher that you can learn. Whenever you are able to manifest powers of a particular order, you can learn powers of that order.
Each time you gain a level in this class, you can learn one new power of any order between 2nd and the highest order of power you can manifest. Additionally, when you gain a level in this class, you can choose one of the powers you already know and replace it with another power of the same order or lower (minimum 2nd order).

Learning From Others:
Whenever another creature you can see within 30 feet of you manifests a psionic power of 2nd order or higher, and that power is one you can learn and don't already know, you can use a reaction to roll your manifestation die. If you roll higher than the power's baseline order (ignoring any order increase when the power is manifested), you begin to learn the power. If you roll lower than the power's baseline order, you fail to learn the power and can't attempt to do so again until you finish a long rest.
The Learning New Powers table shows how long it takes to learn a new power you have successfully observed. You must spend 1 hour doing nothing but practicing the power each day of the learning period, and you can't attempt to learn any other new powers during this time. This 1-hour period of practice can be undertaken as a short rest. If you fail to spend 1 hour each day of the learning period studying the power, or if you begin to learn a different power before the learning period is over, you must successfully observe the power once more before trying to learn it this way again.

OrderLearning Period
2nd1 day
3rd4 days
4th8 days
5th12 days
6th16 days

Level 1 Feature.

Strain To Maintain.
Whenever you fail a Constitution saving throw to maintain concentration on one or more powers you gain from this class, you can gain strain to keep all the powers you are concentrating on active. This strain is equal to the sum of the order of those powers.

Level 2 Feature.

Psionic Specialisation.
Choose the Psionic Specialisation you belong to you, each of which is detailed at the end of the class's description.

Level 3 Feature.

Psionic Exertion.
You can expend your energy to give your powers an extra effect. You gain one of the following Psionic Exertion options of your choice. You gain additional options at 7th, 11th, and 15th level.
You can use only one Psionic Exertion option on a power when you manifest it.
Destructive power: When you roll damage for a power, you can gain strain equal to half the power's order (minimum 1 strain) to make half the damage dice you rolled deal the die's maximum value instead of the number rolled.
Dynamic Power: When a Medium or smaller creature is hit by an attack roll for a power you manifest or fails a saving throw against a power you manifest, you can gain 2 strain to move the target up to 15 feet in any direction or knock them prone. You can gain 3 strain to affect a Large creature with this Psionic Exertion option, or 4 strain to affect a Huge creature.
Expanded power: After you make a manifestation test to manifest a power that creates an area of effect, you can gain strain equal to the power's order to double all dimensions of the area of effect.
Fascinating power: When a creature fails a saving throw against a power you manifest, you can activate this Psionic Exertion option. If the creature has a challenge rating equal to or lower than your talent level (or if its level is equal to or lower than your talent level, for creatures that don't have a challenge rating), you gain 2 strain and the target is charmed by you for 1 minute or until you or your companions do anything harmful to it. If the creature has a challenge rating or level higher than your talent level, you gain no strain and the target is unaffected.
A creature charmed in this way is friendly to you. When the condition ends for the target, they know they were charmed by you.
Halting power: When a Medium or smaller creature fails a saving throw against a power you manifest, you can gain 2 strain to make the target restrained until the start of your next turn. You can gain 4 strain to affect a Large creature with this Psionic Exertion option.
Magnified power: After you make a manifestation test to manifest a power that has a duration of 1 minute or longer, you can gain 1 strain to double its duration, to a maximum of 24 hours.
Alternatively, after you make a manifestation test to manifest a power that has a range of 5 feet or greater, you can gain 1 strain to double the range of the power. After you make a manifestation test to manifest a power that has a range of touch, you can gain 1 strain to make the range of the power 30 feet.
Overwhelming power: When a creature succeeds on a saving throw against a power you manifest, you can gain strain equal to the power's order to force the creature to reroll the saving throw with a penalty equal to your proficiency bonus. The creature must use the new roll.
Shared power: After you make a manifestation test to manifest a power that can target only one creature and doesn't create an area of effect, you can gain strain equal to the power's order to target a second creature in range with the same power.
Terrifying power: When a creature fails a saving throw against a power you manifest, you can activate this Psionic Exertion option. If the creature has a challenge rating equal to or lower than your talent level (or if its level is equal to or lower than your talent level, for creatures that don't have a challenge rating), you gain 3 strain and the target is frightened of you for 1 minute. If the creature has a challenge rating or level higher than your talent level, you gain no strain and the target is unaffected.
Whenever a creature frightened in this way takes damage, they make a Wisdom saving throw against your talent power save DC, ending the condition on themself on a success.

Level 4 Feature.

Ability Score Improvement.
When you reach 4th 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. Alternatively, you can choose to take a Feat instead.

Level 6 Feature.

Psionic Specialisation Feature.
You gain a feature granted by your Psionic Specialisation choice, which you can find in the appropriate page.

Level 7 Feature.

Psychic Boost.
You learn to focus your mind and draw forth reserved mental strength to replenish your body and brain. You can use a bonus action to remove strain equal to your proficiency bonus. Once you use this feature, you can't use it again until you finish a long rest.
You can use this feature twice between long rests starting at 12th level, and three times between long rests starting at 17th level.

Level 7 Feature.

Heightened Psionic Exertion.
At 7th level, you gain an additional Psionic Exertion option.

Level 8 Feature.

Ability Score Improvement.
When you reach 8th 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. Alternatively, you can choose to take a Feat instead.

Level 10 Feature.

Psionic Specialisation Feature.
You gain a feature granted by your Psionic Specialisation choice, which you can find in the appropriate page.

Level 11 Feature.

Psionic Bastion.
You gain mastery over your mind and emotions. You can't be charmed or frightened, and magic or psionics can't put you to sleep. Additionally, you have resistance to psychic damage.

Level 11 Feature.

Greater Psionic Exertion.
At 11th level, you gain an additional Psionic Exertion option.

Level 12 Feature.

Ability Score Improvement.
When you reach 12th 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. Alternatively, you can choose to take a Feat instead.

Level 12 Feature.

Grand Boost.
Starting at 12th level, you can use your Psychic Boost feature two times between long rests.

Level 14 Feature.

Psionic Specialisation Feature.
You gain a feature granted by your Psionic Specialisation choice, which you can find in the appropriate page.

Level 15 Feature.

Grand Psionic Exertion.
At 15th level, you gain an additional Psionic Exertion option.

Level 16 Feature.

Ability Score Improvement.
When you reach 16th 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. Alternatively, you can choose to take a Feat instead.

Level 17 Feature.

Transcendent Boost.
Starting at 17th level, you can use your Psychic Boost feature three times between long rests.

Level 18 Feature.

Shielded Mind.
Your mind instinctively shields you from danger. You have advantage on Intelligence, Wisdom, and Charisma saving throws, and you are immune to powers, spells, and other supernatural effects that allow other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Additionally, creatures can telepathically communicate with you only if you allow it.

Level 19 Feature.

Ability Score Improvement.
When you reach 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. Alternatively, you can choose to take a Feat instead.

Level 20 Feature.

Ignore Strain.
You use powers so frequently that your body has adapted to the strain put on them. Whenever you finish a long rest, choose body strain, mind strain, or soul strain. You ignore the effects of the chosen type of strain until you finish a long rest.

subclass options:

Chronopath
Maverick
Metamorph
Pyrokinetic
Resopath
Telekinetic
Telepath


Created by

Octavia..

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