Base Class: Druid
In Varathia, Druids of the Circle of Reality are very rare. They psionic druids that are in attunement with their own psionic potential and know how to use this potential to sense the weave. They are able to manipulate the strands in the weave through their own sheer willpower to sense their surroundings, create physical manifestations. Some are even powerful enough to manipulate the magical energy used by spellcasters to influence the weave and redirect it to change the effect of the spell being cast.
Many of them have a deeper understanding of the weave, able to grasp the underlying building blocks of the world. Along the ages, their duty has been to continue this deepen their understanding of the weave, and thus reality; and maintain the its stability in case any cataclysms were to threaten its integrity.
This is just here to meet "Class Requirements"
Just here bypass "Class Requirements" glitch, nothing to see here
Psionic Talent
You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Psionic Talent Options. You can use your Psionic Talent die in the following ways:
Psionic Shielding. When you or another creature you can see within 15 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and give the target temporary hit points equal to the number rolled plus your Wisdom modifier (minimum temp hp of 1), as you create a protective bubble of telekinetic force.
Psi-Empowered Healing. Whenever you cast a spell which rolls dice to determine the number of hit points it restores, you can roll your Psionic Talent die and replace one of the dice.
Mental Preparation. You can unlock the ability to cast a druid spell you don’t have prepared. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a druid spell of a level for which you have spell slots. You have prepared the chosen spell for a number of hours equal to the number you rolled. If you use this feature again you lose the spell previously prepared.
Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
Psionic Manifestation
You can summon the psionic manifestation created using your own psionic energy. As an action, you can expend one use of your Wild Shape feature to summon your psionic manifestation, rather than assuming a beast form.
The manifestation appears in an unoccupied space of your choice you can see within 30 feet of you. Your roll your Psionic Talent die and the manifestation appears for a number of hours equal to the number rolled, until it is reduced to 0 hit points, or until you use your Wild Shape again.
The manifestation under your complete control and obeys your commands. See this creature’s game statistics in the psionic manifestation stat block. You determine the manifestation's appearance.
In combat, the psionic manifestation shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.
Psionic Manifestation
Small aberration, same alignment as the summoner
Armor Class 13 (natural armor)
Hit Points equal to the psionic manifestation’s Constitution modifier + your Wisdom modifier + five times your level in this class
Speed fly 30 ft. (hover)
Saving Throws Dex +4, Con +4, Wis +4
Skills Arcana +4
Damage Immunities psychic
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge n/a
Willpower of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the manifestation’s skill and saving throw bonuses above, the bonuses to hit and damage of its Telekinetic Rend.
Actions (Requires Your Bonus Action)
Telekinetic Rend. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 psychic damage.
Mind-shattering Dash (Recharges after a Short or Long Rest). The manifestation and each willing creature of your choice within 5 feet of it dash and phase through any creature up to 30 feet to unoccupied spaces you can see. Each creature phased through must succeed on an Intelligence saving throw against your spell save DC or be stunned.
Manifested Senses
At 6th level, your heightened control of the psionic manifestation allows you to share the senses of your psionic manifestation.
This control also allows you to enhance the Telekinetic Rend ability of your manifestation by rolling your Psionic Talent die and adding it to its damage.
Weave Interference
At 10th level, your attunement to your surroundings allows you to sense the manipulation of the strands of the weave and interfere in the process of casting spells.
When you see a creature within 60 feet of you casting a spell, you can use your reaction to interfere with the casting of the spell by rolling your Psionic Talent die and compare that to the level of the spell slot used.
Depending on the difference between the roll and the level of the spell slot used, you can achieve one of the following effects:
- If your roll 3 or above the level of the spell slot used, you are able to manipulate the casting of the spell to such a degree that you are able to influence all aspects of the casting: location, targets, etc. This is still bound to the restrictions of the spell, ie range, duration, concentration.
- If your roll 0 or above the level of the spell slot used, you are able to stop the casting of the spell.
- If your roll -3 or above the level of the spell slot used, you can impose disadvantage on the concentration checks for that spell if the spell requires concentration, impose disadvantage on the spell attack rolls, or grant advantage to the targets affected by the spell.
Once you used this feature, you can't use it until you take a short rest.
Enhanced Manifestation
At 14th level, your psionic manifestation becomes more powerful. (Use Enhanced Psionic Manifestation stat block)
- The manifestation can remain indefinitely; now when summoning it and rolling the Psionic Talent die, the manifestation gets twice the amount rolled plus your Wisdom modifier as temporary hit points.
- Your manifestation gains a +2 bonus to Armor Class, CON and WIS increase to 16 and INT to 14.
- Your manifestation gains the ability to use its reaction to use your Psionic Shielding option.
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