Psionic Awaking Image

An Empath, is a person with unique abilities that is able to sense strong emotions as well as the emotional state of others. The more powerful the emotion the more easier it is to read. In a few rare cases, These abilities can Evolve so strongly in the weirder, That they become a "HIGH-empath." HIGH-empaths are usually crippled by their own empathic abilities as they are magnified to "almost'' uncontrollable levels. This "no shut off button" can lead to death or even brain damage if proper precautions  are not taken. As it is, High-empaths are rare and can be highly sought after in the business world for their mind reading Capabilities.” "With great power comes even greater Risks"....

Armed with an inventive intellect, a love of magical engineering, and an unquenchable energy,  you were born with the powers of a empath while High or low  is up to you. So the question becomes will you let your powers control you or will you control them? Only time will tell...



Feature: awakening the Psionic

As you level up, more powers of the Psionic' ability's will awaken with in you.

 Level 3 Hi-Empath 
For better, or for worse, You become a HI-Empath. Whether this was by your choosing or not, Now you are trying to learn how to use your abilities, much less control them. you gain the following Abilities. 

Passive: 

1. E-Shielding bubbles (passive - meaning always on)
Grants allies in range of your empathic abilities a bonus to their wisdom and charisma saving throws according to your intelligence modifier.  Allies lose this bonus immediately if they leave your range. 10 Feet

Read Emotions Full action Range 30 feet

By reaching out your mind to those around you, you will try to read the emotional state of  all people within 30 feet of you while targeting all those affected by their charisma or wisdom save whatever you choose. Save dc is 10 + your Intelligence modifier + your proficiency bonus.  Party members May be excluded from your scan if you wish. This ability may be used in combat as well as out of combat. Doing this will give you all the bonus as well as the hindrances that correspond with this ability being used . furthermore, your DM may active this Ability when every they wish too, so be mindful of being in crowded places because of the following:

Crowded places: If Lots of people are in range (excluding party members) when you reach out your mind (2 people or greater). You Will take Psychic damage according to your dungeon master's wishes as a raging headache now comes on. More people the greater the damage. This could even make you throw up feeling dizzy due to the tax on your mind.

Mind attack: when entering combat right after suffering the effects of Crowded: You have disadvantage on all rolls due to every emotion around you assaulting your mind causing immense pain and discomfort. If the DM is willing, You may still be able to tell the party if anything is up. However, you have a movement speed of zero until the end of your first turn to where the headache wears off.

Examples of how this may be used in your favor.

1. knowing a outcome.  
You can better sense if there are people nearby within 30 feet of you who mean harm or know you or your party members are not who you say you are by their emotional state. Example: Hostility, inquisitiveness, or curiosity peaked: meaning they move on. A dungeon master may give you other emotions as well then the ones listed.

2.  Reading a people
By Reaching out your mind to targets, you can get a feeling of their emotional state. This will give you important information that they themselves would not share.
1. Mistrusting: Dungeon Master tells you they are Distrusting meaning diplomacy may be a bit difficult
2. Frightened: Dungeon Master tells you they are Frightened. This could mean they are frightened of you or something else. Could lead to being more easy to intimidate.
3. Hatred: This guy would backstab you and won't help with anything.
**A dungeon master may give you other emotions as well then the ones listed.**

3. Spot ambushes and other impotent details:
By reaching out your mind, you may be able to tell if there are people behind a closed door or in total cover in range of your empath abilities. You may sense hostile emotions like anger, hate, and maybe even a sense of killing very easily from people in range. You may also spot other emotions too that might give you insight into their thinking and whether or not they will be receptive to a particular action you want to do. Or this person you are talking too, could be a hologram letting you know of a potentially dire trap that awaits you . (no emotion at all)

4. Emotions on the street
1. Get the general feeling of a group of people in the area with a quick scan by opening up your mind by bracing yourself for incoming emotions. This can go a long way by telling you what people could be feeling in a given situation. This may even be used to tell you if someone is lying to you by paying attention to their emotional state.

 

Level 8 Mental discipline (ask if this is locked behind a quest or if you get it upon level up for this is the final rank.)

You FINALLY gain some semblance of control over these strange new mental abilities to where the disadvantages are now a bit more manageable than they once were. As a bonus to your mental discipline training, you can now also stand up to 4 other other minds without suffering from the effects of “crowded”. Furthermore, you now awaken A new combat perks as well as you can now move up to haft your movement if combat would start after suffering the effects of Crowded. Thirdly, your Empath ability "E-Shielding bubbles" now gives all allies advantage on their saving throws. lastly, your read emotions ability now lets you target only your chosen targets as long as you past the dc you and your dm agree upon. finally this ability is upgraded to a bonus action and no longer takes a full action to use.

**Combat  boon: The Enemy or enemies that you use this on, do not get a surprise round nor do they get advantage on their first attack ON YOU. This benefit can only happen if you used and successfully were able to read the emotions of your target or targets before combat starts.

Bonus action: Read emotions 

By reaching out your mind to those around you, you can, as a bonus action now, try to read the emotional state of all people within 30 feet of you, targeting all those affected by their charisma or wisdom save whatever you choose. Save dc is 10 + your Intelligence modifier + your proficiency bonus. Party members can be excluded from your scan if you wish. This ability may be used in combat as well as out of combat. Doing this will give you all the bonus as well as the hindrances that correspond with this ability being used.

 

 
Skill Proficiencies: Arcana, InvestigationSurvival

Tool Proficiencies: One type of artisan’s tools

Languages: Choose one of Draconic, Goblin, or Vedalken

Equipment: one set of artisan’s tools, the charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)

 
Feature: Urban Infrastructure

You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn’t unlimited. If obtaining or using the information gets you in trouble with the law, the guild can’t shield you from the repercussions.

 
Spell List

For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Spell Level Spells
Cantrip produce flame, shocking grasp
1st chaos bolt, create or destroy water, unseen servant
2nd heat metal, rope trick
3rd call lightning, elemental weapon, glyph of warding
4th conjure minor elementals, divination, otiluke's resilient sphere
5th animate objects, conjure elemental

Your spells tend to be loud, flashy, or explosive, even when the effect is unremarkable. For example, when you open the portal of a rope trick spell, the portal might be outlined by harmless, showy sparkles.

If you use an arcane focus, it probably takes the form of an intricate device that could include metal gauntlets, glass canisters, copper tubing, and leather straps attaching it to your body. The mizzium apparatus described in chapter 5 is a magical version of this gear.

The chaos bolt spell is a favorite of Izzet spellcasters because of its unpredictable nature.

 
Suggested Characteristics

Members of the Izzet League embody some combination of chaotic, frenetic energy with intellectual curiosity, in varying proportions. Some are committed to academic pursuits, and others just like explosions.

d8 Personality Trait
1 I have a hard time staying focused on … oh, and my brain tends to jump from one … did I mention focus?
2 I get really excited about my ideas and I can’t wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is!
3 It’s not magic — or anything, really — if you do it only halfway. Whatever I do, I give it all I’ve got.
4 I do what my gut tells me.
5 Life’s an experiment, and I can’t wait to see what happens.
6 I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension.
7 Great ideas are fine, but great results are what counts.
8 If you can guess what I’m about to do, that means I’ve run out of imagination.
d6 Ideal
1 Guild. My guild is all that really matters. (Any)
2 Creativity. Half the world’s troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic)
3 Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any)
4 Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful)
5 Fun. I love my job! Despite the dangerous working conditions, there’s nothing I’d rather do. (Chaotic)
6 Power. Someday I’ll find or create the magic that will make me the most powerful being in Ravnica. (Evil)
d6 Bond
1 I have dedicated my life to finding a solution to a scientific problem.
2 I’ll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me.
3 I’m convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it.
4 I have the schematics for an invention that I hope to build one day, once I have the necessary resources.
5 A fellow student and I are racing to solve the same scientific puzzle.
6 I would do anything the guildmaster told me to do.
d6 Flaw
1 If there’s a plan, I’ll probably forget it. If I don’t forget it, I’ll probably ignore it.
2 I get bored easily, and if nothing is happening I’ll make something happen.
3 Nothing is ever simple, and if it seems simple, I’ll find a way to make it complicated.
4 I tend to ignore sleep for days when I’m conducting research, often at the expense of my own health and safety.
5 I’m convinced there’s not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect.
6 I’m incapable of admitting a flaw in my logic.
 
 
Contacts

constantly starting up new projects and dissolving old ones, so it’s easy for even the lowliest attendant to make friends (and enemies) in laboratories across the galaxy of Eden

Roll twice on the Izzet Contacts table (for an ally and a rival) and once on the Non-Izzet Contacts table.

d8 Contact
1 An older relative is a member of the guild’s board of directors.
2 I know a sprite who carries important messages among the guild’s laboratories.
3 A sibling is the head of a laboratory doing exotic research.
4 A former colleague is now an attendant in a laboratory in the central guildhall.
5 I’m in regular communication with an instructor who set me on the course of my life and research.
6 I had a romance with a chemister working in the Blistercoils.
7 As an attendant, I had a fierce rivalry with another attendant for our supervisor’s attention.
8 The guildmaster, Niv-Mizzet, took note of one of my experiments!
d10 Non-contact
1 An Azorius inspector seems interested in my work.
2 I was ready to join the Boros before I decided on Izzet, and I sometimes still hear from the sergeant who tried to recruit me.
3 One of my former assistants turned out to be a Dimir spy. We’re not on friendly terms anymore, but we have a habit of running into each other.
4 A Golgari assassin killed a bitter rival of mine, leaving me with conflicted feelings.
5 I helped a minor Gruul chieftain acquire an Izzet weapon.
6 Roll an additional Izzet contact; you can decide if the contact is an ally or a rival.
7 An Orzhov banker financed my laboratory’s current work and expects great returns.
8 I have a cousin in the Cult of Rakdos, and we get along quite well.
9 A former attendant from the same laboratory ran off to join the Selesnya, and we get into a big argument every time we run into each other.
10 I compare notes and techniques with a Simic scientist over lunch sometimes.
 

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