Base Class: Wizard
Of the pseudo-magical capabilities of psionics, there are a few paths of study that completely deviate from the common paths of magical training. One of the most unusual and interesting is the discipline known as Egoism. Egoists learn to empower their bodies and physical capabilities with psionic magical power, toughening their skin, reinforcing their muscles, and altering their bodies and forms with transmutation magic and the might of their will. These unique psionicists are some of the rare few who make good melee combatants, capable of grafting weapons, armor, and other tools unto their bodies temporarily, enabling them to use them as extensions of themselves despite their apparent lack of training in the traditional use of such things. As they develop in capability, they become able to magically alter their shape and form, even becoming able to shape their grafted weapons and armors into their new bodily shapes. In addition to this, they learn to manifest an ectoplasmic "second skin" which they can have enchanted like an armor or garment called a "psi-skin."
Graft Morphology
2nd-level Egoist feature
At 2nd level when you choose this school, you learn the most vital skill of the Egoist: the secret of grafting objects unto and into their physical forms, enabling them to use armors, weapons, and other tools without the regimented training it would require to be considered proficient, as they literally use such things as an extension of themselves. When holding a weapon or a shield, you may use an action to graft that object into your hands, and while you lose the ability to use your hand while the item is grafted, you gain the following benefits:
- you are treated as proficient in the weapon or shield you grafted
- you cannot be disarmed of the item you grafted
- you gain a +1 bonus to attack rolls made with weapons you grafted
You may only graft one item into a hand in this way, and this lasts until you use an action to restore your hand to its normal state or until you become unconscious, in which case your body reverts to its normal state.
Additionally, you may now graft armors unto your body in a similar way, causing them to become fused to your body in a way which confers the same protection a proficient wearer would gain. You must don the armor normally, and once you are wearing it, you must use an action to graft it to your body. Once you have done so, you are treated as if you are proficient with that armor and if your Strength score is 16 or greater, you ignore any speed penalties the armor may cause. These benefits last until you use an action to reverse the graft, or until you are unconscious, in which case your body reverts to its normal state.
Toughened Form
6th-level Egoist feature
At 6th level you have mastered the intricacies of your body's flesh and muscle, knowing full well how to use your psionic might to empower yourself, make your muscles more dense and prevent dire injury. You gain 2 hit points to your hit point maximum for each level in this class, and when you gain a new level henceforth, you gain 2 additional hit points to your maximum each level. Additionally, as long as you are conscious, you are treated as if you are proficient in Constitution saving throws.
Transformative Ego
10th-level Egoist feature
At 10th level, you learn a bizarre and useful twist of the egoist's training, and can learn to gain the advantage of items you have grafted while you have shapeshifted into other forms. Whenever you would change your shape or physical form with a spell or feature, you may choose to have your new form take advantage of items you have grafted to you, although this has some restrictions:
- the new form must have an appendage of some type for you to utilize items grafted to your hands, so while an octopus form could have a sword grafted into a tentacle appendage, an ooze form could not.
- the new form must possess a strength sufficient to lift and carry a grafted item or armor to gain benefit from it, so while a giant eagle could wear and gain benefit from grafted medium sized plate mail, a cat could not.
- the new form must be of the same size as you or larger to utilize armors that are sized for you, as this ability simply rearranges grafted matter, and does not add to or remove from it.
Additionally, you gain the ability to enhance your physical strength to incredible limits, potentially making your musculature visibly balloon to crazy proportions in moments. As an action, you enter a Muscled Up form and you gain the following benefits:
- you gain an effective Strength score of 16 or your own score if it is higher, although you apply this Strength only to any function that is not a combat application of Strength, such as those which resolve with an Athletics check.
- your lifting and carrying limits triple, and you gain advantage on all Strength and grapple checks.
- you cannot be moved from your space against your will by any spell, feature or effect.
These benefits last for a number of minutes equal to your Intelligence bonus, and you may use this feature a number of times equal to your proficiency bonus before you must finish a long rest to use it again.
Ego Mastery
14th-level Egoist feature
At 14th level, you have learned the secrets that indicate a mastery of the self-improving powers and magics of the Egoist. You learn the secret of manifesting a Psi-Skin, and you learn how to rapidly metamorph your grafts for a number of new advantages. The Psi-Skin is a form of psionic object that you create which envelops your entire body from the neck down in a thin covering of stabilized ectoplasm. This process take 4 hours and the expenditure of a 6th level spell slot. Once created, you or another creature can remove it and apply it as an action, in which case it flows over you rapidly in response to your command. Any creature with a psionic power can command a Psi-Skin that isn't being worn by a creature to envelop them and "wear it," but a Psi-Skin literally covers the entire skin snugly and never takes up an item slot. When you wear a Psi-Skin you gain the following benefits:
- you gain a +1 magic bonus to your Armor Class
- you are able to cast the Alter Self spell without expending a spell slot a number of times equal to your proficiency bonus, and the number of times you can use this feature resets to its maximum each day at dawn.
You are also now more fully capable with your grafts, and as such you receive the following benefits:
- you can now graft any item you are holding into your hand as a bonus action, and no longer have to don armors, merely hold them in both of your hands to graft them to your body as an action
- you can now keep the use of your hand when grafting an item into your hand, rapidly shifting the grafted object out of the way as needed and essentially allowing you to carry two items in your hand slots, although you may only gain the benefit of one weapon or item occupying your hand slot at a time, as you "fold one away" in or along your grafted arm, switching between items you hold this way is a bonus action, and you still must be within your lifting and carrying limits for the total mass you can hold
- you gain resistance to critical hit damage as long as you have a medium or heavy armor grafted to your body, as you can now reflexively shift the matter of the armor to interfere with such strikes
Comments