Psychic

Psychics take literally the advice "you can do anything you put your mind to" by bending reality with the power of their mind. Psychics are concerned with all matters related to the internal mental states of creatures. Some focus on manipulating objects, others gaze into the minds of creatures and some can even gaze into the future.

Art by

1 - Technique Specialization (Magical)

You gain 2 technique points at level 1, then another point every 2 levels after. These technique points can be used on the Larella or Lunar tree.

Characters with magical specialization gain points in wild card equal to their highest tier of magic technique and cantrips.

1 - Psychic Casting

You don't need verbal components to cast spells, but to cast at all you need a still mind. You cannot cast spells while frightened, dominated or confused.

1 - Mental Might

Gain a pool of (3+lvl). All abilities marked MM cost 1 mana.

1 - MM: Center Mind

You can spend 1 point of MM to remove all shaken stacks as a swift action.

You can reroll a save against any [mind affecting] effect as an immediate action.

2 - Telepathy

Gain the telepathy monster quality. You can initiate telepathic conversation with any creature that fails a save against your abilities, even if you cant see them.

2 - MM: Telepathic Bond (Su) [bond]

Choose 5 creatures within 30 ft of you to establish a telepathic bond with. The group can telepathically communicate with each other freely over any distance, even if the bonded creatures cannot see each other. Any can choose to speak to only 1 specific creature they are bonded to, or the whole group. Lasts until rest.

2 - Iron Will

You take half damage from will saves. When you pass a will save, it deals no damage and has no additional effect.

4 - Multitasking

You can concentrate on 2 effects with the [concentration] tag at once.

6 - Blindsense

Thoughtsense (10 ft).

Last updated