Base Class: Fighter
The Echo of the First Mind is a rare psionic warrior who carries fragments of thought from the world's earliest sentient beings. These ancient patterns, older than language, are etched into warrior's soul, manifesting as glowing sigils that twist fate, strengthen the body, and cloud the minds of foes.
Bonus Proficiencies
3rd-level Echo of the First Mind feature
You gain proficiency with calligrapher's supplies, and you learn to speak, read, and write Primordial.
Memories of the First Mind
3rd-level Echo of the First Mind feature
You can use Mind Sigils to enhance psionic abilities. You learn two sigils of your choice, from among the sigils described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional rune , as shown in the Sigils Known table.
Sigils Known
| Fighter Level | Number of SIGILS |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can meditate to connect your consciousness with the First Minds, and you anchor the appropriate number of Mind Sigils to your own mind. Your sigils remains anchored until you finish a long rest.
The following sigils are available to you when you learn a sigils . If a sigils has a level requirement, you must be at least that level in this class to learn the sigils . If a sigils requires a saving throw, your Mind Sigil's save DC equals 8 + your proficiency bonus + your Intelligence modifier.
Mirage Sigil. This sigil emanates the deceptive psionic fog of the Memory of the Veil Between Steps -- a state where thought out ran sight and the body followed. Those who master it can slip their enemies' perceptions and rewrite their reality.
While anchored with this sigil, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the sigil and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This can transfer the attack’s effects regardless of the attack’s range. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Willbrand Sigil. This sigil's magic channels the expertise of the Memory of Binding Thought. While anchored to this sigil, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the sigil to summon a flaming ethereal lattice that binds the target: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the lattice, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the lattice on a success. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Stasis Sigil. This sigil's comes from the Memory of the Stillpoint -- the instant between thought and action where all possibility hangs in the balance. While to this sigil, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the sigil as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Meditation Sigil. This sigil channels the judiciousness associated with Memory of Absolute Clarity -- a state where thought, body, and soul align. While anchored to this sigil, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the sigil and force the creature to make an Wisdom saving throw. Unless the save succeeds, the creature is incapacitated by you for 1 minute, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Enudring Will Sigil (7th Level or Higher). This sigil bestows a resilience reminiscent of the Memory of the Unyielding Resolve -- a psychic reinforcement that binds mind and flesh. While anchored to this sigil, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the sigil as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Forethought Sigil (7th Level or Higher). Using this sigil, you can glimpse the future through the Memory of the First Glimpse -- a fleeting vision of all that is possible and all that may be. It grants the power to anticipate and subtly nudge fate in one's own favor. While anchored to this sigil, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the sigil as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Enudring Will Sigil
This sigil bestows a resilience reminiscent of the Memory of the Unyielding Resolve -- a psychic reinforcement that binds mind and flesh. While anchored to this sigil, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.
In addition, you can invoke the sigil as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Forethought Sigil
Using this sigil, you can glimpse the future through the Memory of the First Glimpse -- a fleeting vision of all that is possible and all that may be. It grants the power to anticipate and subtly nudge fate in one's own favor. While anchored to this sigil, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you aren’t incapacitated.
In addition, you can invoke the sigil as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Meditation Sigil
This sigil channels the judiciousness associated with Memory of Absolute Clarity -- a state where thought, body, and soul align. While anchored to this sigil, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the sigil and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is incapacitated by you for 1 minute, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Mirage Sigil
This sigil emanates the deceptive psionic fog of the Memory of the Veil Between Steps -- a state where thought out ran sight and the body followed. Those who master it can slip their enemies' perceptions and rewrite their reality.
While anchored with this sigil, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the sigil and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This can transfer the attack’s effects regardless of the attack’s range. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Stasis Sigil
This sigil's comes from the Memory of the Stillpoint -- the instant between thought and action where all possibility hangs in the balance. While to this sigil, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.
In addition, you can invoke the sigil as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Willbrand Sigil
This sigil's magic channels the expertise of the Memory of Binding Thought. While anchored to this sigil, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the sigil to summon a flaming ethereal lattice that binds the target: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the lattice, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the lattice on a success. Once you invoke this sigil, you can’t do so again until you finish a short or long rest.
Form of Thought
3rd-level Echo of the First Mind feature
You have learned how to augment yourself with the Form of Thought. As a bonus action, you augment the space around you and gain the following benefits, which last for 1 minute:
- If you are smaller than Large, you function as Large. If there is not room to function as Large, your functional size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra {{scalevalue}} damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Shared Thought
7th-level Echo of the First Mind feature
You learn to harness the First Mind's Shared Thought to augment reality. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Great Stature
10th-level Rune Knight feature
The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.
Moreover, the extra damage you deal with your Giant’s Might feature increases to 1d8.
Master of Runes
15th-level Rune Knight feature
You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.
Runic Juggernaut
18th-level Rune Knight feature
You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant’s Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.







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