You also learn of any events that have occurred within 20 feet of the object within the past 24 hours. This perception lasts until the start of your next turn. Potent Psionics At 8th level, you can add your Intelligence modifier to the damage you deal with any psionic talent.
To members of this order, psionic energy is a tool to augment, control, and perfect the physical body. Members of this order who take up the adventuring life are skilled warriors. Their psionic abilities allow them to shrug off injuries and hazards, while focusing their strength and speed in combat.
Martial Order At 1st level, you gain proficiency with martial weapons, heavy armor, and shields. Psionic Resilience At 3rd level, you learn to use psionic energy to speed up your natural healing. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier, provided that you have at least 1 hit point. As a reaction when you take damage, you can halve that damage against you. Cutting Resonance At 8th level, you gain the ability to infuse your weapon attacks with psychic energy.
Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to the target. When you reach 14th level, this extra damage increases to 2d8. They are the mental exercises and psychic formulae used to forge inner will into tangible effects.
However, a mystic may learn any discipline regardless of its associated order. Using a Discipline Each discipline has a number of ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points needed to use its effect options. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. The following sections go into more detail on using a discipline.
Psychic Focus The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus. Effect Options and Psi Points A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name.
You must spend that number of psi points to use that option, while abiding by your psi limit. Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Each option notes specific information about its effect, including the action required to use it if any , its range, and whether it requires concentration.
Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind. Duration An option in a discipline specifies how long its effect lasts. If no duration is specified, the effect of an option is instantaneous. Some effect options require concentration.
Concentrating on a discipline follows the same rules as concentrating on a spell. Targets and Areas of Effect Psionic disciplines use the same rules as spells for determining targets and areas of effect. Saving Throws and Attack Rolls If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw.
The DC is determined by your psionic ability. The attack roll uses your psionic ability. Combining Psionic Effects The effects of different psionic disciplines add together while the durations of those disciplines overlap. Likewise, different options from a single psionic discipline combine if they are active at the same time. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect—applies while the durations of the effects overlap.
In your eyes, the world seems to slow down while you continue to move as normal. Psychic Focus. While focused on this discipline, your speed increases by 5 feet, and you have advantage on initiative checks. If you are surprised, you can spend 1 psi point to no longer be surprised.
Seize the Initiative 1—5. Surge of Speed 2. As a bonus action, you increase your speed by 30 feet until the end of your turn. Surge of Action 5. As a bonus action, you can gain an additional action this turn. Psionic Disciplines Adaptive Body Greater discipline immortal You can alter your body to withstand punishing environments.
Energy Adaptation 5, C. As an action, you touch a creature and give it resistance to acid, cold, fire, lightning, or thunder damage for up to 1 hour. Energy Immunity 7, C. As an action, you touch a creature and give it immunity to acid, cold, fire, lightning, or thunder damage for up to 1 hour.
Body of Wind Greater discipline immortal You and your possessions take on a gaseous quality, allowing you to move like a howling gale, squeeze through small spaces, and escape danger. You move with the lightest steps using this discipline. While focused on this discipline, you take no falling damage and ignore difficult terrain. Wind Step 1—7. As your move, you can fly up to 20 feet for each psi point you spend. You must land at the end of this movement, otherwise you fall, unless you have some means of staying aloft.
Wind Form 5, C. As an action, you gain a flying speed of 60 feet for 10 minutes. Misty Form 7, C. As an action, your body becomes mistlike. In this form, you gain resistance to bludgeoning, piercing, and slashing damage.
You can pass through openings that are no more than an inch wide. This benefit lasts for up to 1 hour. While focused on this discipline, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. You can change the chosen skill each time you apply your focus to this discipline. Exacting Query 2. As an action, you target a creature that you can see within feet of you. The target must make an Intelligence saving throw it succeeds automatically if it is immune to being charmed.
On a failed save, the target truthfully answers one brief question you ask it as part of this action, provided that it understands the question. Occluded Mind 2. On a failed save, the target believes one statement of your choice for the next 5 minutes, provided that it understands the statement.
The statement can be up to ten words long, and must describe you or a creature or object the target can see. Broken Will 5. The target must make an Intelligence saving throw. On a failed save, the target is charmed until the end of its next turn, during which you choose its movement and action. Psychic Grip 7, C. As an action, you target a creature you can see. On a failed save, you overload the creature with psychic energy.
The target is paralyzed for 1 minute, but at the end of each of its turns it can make another Intelligence saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, despite being paralyzed. Intellect Fortress Lesser discipline awakened You forge an indomitable wall of psionic energy around your mind—one that allows you to launch reflexive counterattacks against your opponents.
While focused on this discipline, you gain resistance to psychic damage. Psychic Backlash 1. As a reaction, you can impose disadvantage on one attack roll made against you if you can see the attacker. If the attack still hits you, the attacker takes psychic damage equal to half your mystic level rounded up.
Psychic Parry 1—3. You can use this ability after rolling the die but before applying the result. Psychic Redoubt 5, C. As an action, you create a field of protective psychic energy. For the next 10 minutes, you and creatures of your choice gain the following benefits while within 30 feet of you: resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.
Iron Durability Lesser discipline immortal This discipline grants you unmatched toughness and resilience on the battlefield. Psionic Recovery 2. As an action, you can spend up to two Hit Dice. Roll each die, add your Constitution modifier to it, and regain hit points equal to the total. Iron Hide 1—3. Mind Over Emotion Greater discipline awakened You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm.
While focused on this discipline, you gain a bonus to Charisma checks. Charming Presence 1—7. As an action, you exert an aura of sympathetic power.
Roll 2d8 per psi point you spend on this ability; the total is how many hit points worth of creatures this spell can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximum, ignoring unconscious creatures or creatures immune to this effect.
Each creature affected by this ability is charmed by you for 10 minutes. While charmed, it regards you as a friendly acquaintance. A creature engaged in combat is immune to this effect. Revolting Presence 5, C. As an action, you exert an aura of repulsive power. Up to five creatures of your choice that you can see within 30 feet of you must each make an Intelligence saving throw. On a failed save, a target is frightened of you for 10 minutes.
It can then make another Intelligence saving throw at the end of the turn. Invoke Awe 7, C. As an action, you exert an aura that inspires awe and adulation in others. Up to five creatures of your choice that you can see within 60 feet of you must each make an Intelligence saving throw.
On a failed save, the target is charmed by you for 10 minutes. While charmed, it obeys all your orders to the best of its ability and without risking its life. The target will only harm creatures that it has seen harm you since it first came under the effect of this ability. At the end of each of its turns it can make another Intelligence saving throw.
This link allows you to draw on the knowledge of others in the following ways. While focused on this discipline, you gain proficiency with one skill, weapon, shield, armor, or tool of your choice. Each time you focus on this discipline, you can choose a different skill, weapon, shield, armor, or tool. Borrow Expertise 2. As a bonus action, you gain advantage on one skill check or saving throw of your choice that you make before the end of your next turn.
You must opt to gain the advantage before rolling. Borrow Language 5. As an action, you gain the ability to speak, read, and understand one language for 8 hours. You can use this ability multiple times to gain its benefits with several languages. Borrow Lore 7. As an action, name one specific location in your mind. You learn a summary of the important lore regarding that place. While focused on this discipline, you can use a bonus action to touch a living creature that has 0 hit points and automatically stabilize it.
Mend Wounds 1—7. As an action, you can restore hit points to a creature you touch. The creature regains 3 hit points per psi point you spend. Restore Health 3. As an action, you can touch a creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Restore Vigor 7. As an action, you can touch a creature and choose one of the following: remove any reductions to one of its ability scores or remove one effect that reduces its hit point maximum.
Psionic Weapon Lesser discipline immortal You channel psionic energy to lend devastating power to your attacks. While focused on this discipline, you charge one nonmagical weapon you carry, or one of your fists, with psionic energy. Ethereal Weapon 1. As a bonus action, you can momentarily transform a weapon you hold into psionic energy.
The next attack you make with this weapon requires no attack roll. Instead, the target must make a Dexterity saving throw against this discipline. On a successful save, the target takes half damage from the attack, but suffers no additional effects that would normally be imposed on a hit.
Lethal Strike 1—5. When you hit a target with a melee weapon attack, you can increase the damage to that target. The target takes an extra 1d10 psychic damage for each psi point you spend. Augmented Weapon 5, C. As a bonus action, you touch one nonmagical weapon and infuse it with psionic energy. Third Eye Lesser discipline awakened This discipline can open a third eye within your mind, opening your doors of perception.
While focused on this discipline, you have blindsight with a radius of 30 feet. Tremorsense 1, C. As a bonus action, you gain tremorsense with a radius of 30 feet for up to 1 minute. Unwavering Eye 1, C. As a bonus action, you gain advantage on Wisdom checks for up to 1 minute.
Truesight 5, C. As a bonus action, you gain truesight with a radius of 30 feet for up to 1 minute. Talents are similar to disciplines and use the same rules, but with three important exceptions: You can never use your psychic focus on a talent. Beacon Psionic talent As a bonus action, you cause bright light to radiate from your body in a foot radius and dim light for an additional 20 feet.
The light can be colored as you like. The light lasts for 1 hour, and you can extinguish it as a bonus action. Thought Spear Psionic talent As an action, you psychically strike one creature that you can see within feet of you.
The target must succeed on an Intelligence saving throw or take 1d8 psychic damage. Night Eyes Psionic talent As an action, you grant yourself darkvision with a range of 30 feet. This benefit lasts for 1 hour.
Blade Meld Psionic talent As an action, you cause one simple or martial melee weapon you are holding to dissolve into your body. This process is harmless to you and the weapon.
Until the weapon reappears, it is inaccessible, as are any of its properties. You can have only one weapon at a time affected in this way. You can summon the weapon to your hand as a bonus action.
It reappears in your space if you are unconscious or dead. Light Step Psionic talent As a bonus action, you alter your density and weight to improve your mobility. For the rest of your turn, your walking speed increases by 10 feet, and the next time you stand up, you need to spend no more than 10 feet of movement to do so.
Mind Meld Psionic talent As a bonus action, you can communicate telepathically with one creature you can see within feet of you. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way.
This ability to communicate lasts until the start of your next turn. Mind Thrust Psionic talent As an action, you blast psychic energy at one creature that you can see within 5 feet of you.
The target must succeed on an Intelligence saving throw or take 1d6 psychic damage. If the target takes any of this damage, you can push it up to 10 feet away from you.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. Additionally, you have advantage on Wisdom Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
This grants you the following benefits: You ignore difficult terrain. You have advantage on initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. Even when you are engaged in another activity while traveling such as foraging, navigating, or tracking , you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice.
Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
It has new classes most of which are well balanced. Who cares if a generic fighter, role-played to the hilt ahemcould do the trick just as well. Other books in the series.
David Anthony rated it really liked ef Dec 13, He found the power level zrcana for each of the new sub-systems introduced, and found little in the suggested rules that he wanted to use. Now, I feel better for having said that, Marcus. Scott Andrews rated it it was amazing Apr 02,. Published in November 22nd the book become immediate popular and critical acclaim in science fiction, young adult books. The main characters of Unearthed novel are Jules Addison, Emma.
The book has been awarded with Booker Prize, Edgar Awards and many others. Retro Role-playing Realms. Alternate Rules Variant Core Rules.
Class Based Pilot, Wizard, Scientist, etc. Dice Primarily d Level Based Earn XP and level up. Lloyd Allan. Eric Belisle. Christopher Burdett. Joshua Calloway. Clint Cearley. Ralph Horsley. I also included a basic glossary at the end. Here is the link for it. Please let me know if there is something better out there, as my plan is to keep this updated but if some better comes along I'll be happy to pass the torch.
Last edited: Jun 9, BoldItalic First Post. There's a reason why no-one else has done it. Henry Autoexreginated.
Well, that, and WotC didn't license it, which means people can get in a bit of trouble to offer it, no matter if it's freely available in other forms. Hussar Legend. LIcensed or not, thanks for this. Makes it easy to find stuff. I can't open it in my Adobe. This is useful. Baumi Explorer. I hope you can keep it up. Was really well done and made it much easier to find information. You may be able to find a version if you google it I found version 1.
Thanks all. I really tried to be careful to not infringe on any of WotC's intellectual property rights when I created this. I know that WotC is basically legally required to always challenge any possible IP infringement concerns, since if they selectively stop doing so, then it makes their ability to defend their IP rights more difficult when there is a blatant infringement.
Unearthed Arcana containing several new races subraces, classes, subclasses and revisions for DND 5e Unearthed arcana ranger revised This is the first series for a new column to study the design and thought process of the latest Unearthed Arcana rules put out by Wizards of the Coast.
Education Details: Ascendant Dragon Origin; d6 Origin; 1: You honed your abilities by observing a dragon and aligning your ki with their world altering power. The dragon type is broken down into several classifications. WotC has removed this week's Unearthed Arcana from its website. What Unearthed Arcana did was well, break the rules.
The mechanics don't reflect that. All of the class and race options currently available for DnD 5e are listed here, including those covered in Official Unearthed Arcana articles. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.
Author: Corey Orlik. This Is Playtest Material. The GenieThree subclasses reappear today in Unearthed Arcana, each with a new form. Education Details: dragon and aligning your ki with their world-altering power. Out of the Abyss. Primal Druid by Tomasz Jedruszek. Wizards of the Coast have released new playtest subclasses. This Is Playtest Material The material here is presented for playtesting and to spark your imagination.
You can check out the PDF here. UA included in this section has either been superseded by a more recent UA release, by officially published material, or enough time has passed since its release that official publication is unlikely. Nov 02, by wallyd2 in Character Creation and Classes. Is Unearthed Arcana homebrew? GitHub Gist: instantly share code, notes, and snippets. Read free for 30 days Three subclasses reappear today in Unearthed Arcana, each with a new form. Path of the Aberrant, Variant.
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