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Realms Forgotten Player’s Guide

“You are Player.

You are unbound, unbent, unbroken.

You are without destiny.

You alone of all things in this world have Choice.

You are the power, you are purpose.

You are the scariest thing in the world.

They just don’t know it yet.”

-The Player’s Credo, by Alex Goergan.

This game will take place in the Stonelands north of Cormyr initially, although exploration of the world
will be mainly player driven. This campaign is designed with the themes of exploration and history, ala
Kingmaker. Game play will start in 1348 D.R., Year of the Spur. PCs will be 3rd level but with 0
experience. All PCs should have a positive connection to Sir Hydel Pontifax, a former soldier of Cormyr
and now a mage of some power. All PC’s will also begin play as Rank 1 wild talents (See Psionics below).
Gaining ranks above 1 occur at the DM’s discretion. Wild talents above rank 5 are unheard of. The
campaign is designed to be open ended and long term, decades of game time, possibly centuries may
pass. The campaign will have no safeties, high risk, high reward situations will be possible. New
mechanics will be used in this game, including occult rituals, high rituals, and experimentation, which
will be discovered during game play.

Ability score generation

Roll 4d6, drop the lowest, six times and assign. If less than 4 players are found, the DM will roll against
the generated stats in an attempt to increase them.

Suggested Races

Human, Elf, Half-elf, dwarf

*Note: The dragonborn race is not available until 1374 D.R.

Suggested Classes

Bard (College of Lore), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster),
Sorcerer*, Wizard.

*Note: The Wild Magic sorcerous origin is not available until 1358 D.R., however the Storm sorcerous
origin is allowed (see below).

Suggested Skills

Arcana, History, Investigation, Persuasion


Suggested Backgrounds

Charlatan, Noble, Outlander, Sage, one of the new backgrounds (see below).

Suggested Deities

Azuth, Deneir, Mystra, Oghma, Selune, Waukeen

Spells

When selecting spells at character creation or leveling up, players are limited to the Player’s Handbook
or spells encountered during play.

Table: Ancient Languages

Language Alphabet Notes


Aragrakh Draconic Old high wyrm
Hulgorkyn Dethek Archaic Orc
Loross Draconic Netherese noble tongue
Netherese Draconic A precursor of Halruaan
Roushoum Imaskari A precursor of Tuigan
Seldruin Hamarfae Elven high magic
Thorass Thorass Old Common

Table: Living Languages

Language Alphabet Spoken in/by


Abyssal Infernal Demons
Aglarondan Espruar Aglarond, Altumbel
Alzhedo Thorass Calimshan
Celestial Celestial Celestials
Chessentan Thorass Chessenta
Chondathan Thorass Amn, Chondath, Cormyr, the Dalelands, the Dragon Coast,
the civilized North, Sembia, the Silver Marches, the Sword
Coast, Tethyr, Waterdeep, the Western Heartlands, the
Vilhon Reach
Chultan Draconic Chult
Common Thorass Everywhere on Faerun’s surface (trade language)
Damaran Dethek Damara, the Great Dale, Impiltur, the Moonsea, Narfell,
Thesk, Vaasa, the Vast
Dambrathan Espruar Dambrath
Deep Speech No written form Mind flayers, beholders
Draconic Draconic Dragons
Durpari Thorass Durpar, Estagund, Var, Veldorn
Dwarvish Dethek Dwarves
Elvish Espruar Elves
Giant Dethek Ogres, giants
Gnomish Dethek Gnomes
Goblin Dethek Goblinoids
Halfling Thorass Halflings
Halruaan Draconic Halruaa, NImbral
Illuskan Thorass Luskan, Mintarn, the Moonshaes, the Savage North
(uncivilized areas), Ruathym, the Uthgardt barbarians
Infernal Infernal Devils
Lantanese Draconic Lantan
Midani Thorass Zakhara, the Bedine
Mulhorandi Celestial Mulhorand, Murghom, Semphar
Mulhorandi (var.) Infernal Thay
Nexalan Draconic Maztica
Orc Dethek Orcs
Primordial Dethek Elementals
Rashemi Thorass Rashemen
Serusan Dethek Inner sea (aquatic trade language)
Shaaran Dethek Lake of Steam, Lapaliiya, Sespech, the Shaar
Shou Draconic Kara-Tur
Sylvan Espruar Fey creatures
Tashalan Dethek Black Jungle, Mhair Jungle, Samarach, Tashalar, Thindol
Tuigan Thorass Hordelands
Turmic Thorass Turmish
Uluik Thorass Great Glacier
Undercommon Espruar Underdark (trade language)
Untheric Dethek Unther

New Ideals

Civilization and Nature can reach a harmonious balance.

Cormyr is a bastion of civilization.

Knowledge is sacred, and never should be lost.

All civilized races can live together in harmony.

New Bonds

It is my duty to protect Cormyr and its citizens.

It is my duty to Mystra to develop new magics and spread their use.

I’m loyal to Sir Hydel Pontifax, and everything else second.

New Flaws

I will not destroy knowledge, even if such knowledge is dangerous.

I am loyal to the throne of Cormyr, even to my death.

I will live forever, no matter the cost.


New Backgrounds

2nd Generation Harper

Both of your parents were Harpers and they passed on the Code to you.

Skill Proficiencies: Insight, Stealth

Languages: Any two of your choice.

Equipment: A small knife, assorted maps, sealing wax, a set of cartographer’s tools, a set of common
clothes, and a belt pouch containing 10 gp.

Feature: Harper Tactics

You know how to read and make Harper runes. You also have a good feel for the political climate of
places you have been, and can find out at new places with a night of drinking with the locals.

Child of Pontifax (human descended only)

You have grown up to stories of fallen empires and how civilization can be saved with responsible use of
magic. You may not necessarily use spells, but you do understand magic.

Skill Proficiencies: Arcana, History

Languages: 3 ancient languages of your choice.

Equipment: A bottle of black ink, a quill, a small knife, an ancient map, a set of common clothes, and a
belt pouch containing 10 gp.

Feature: Mage Sight

You may use detect magic as a cantrip. You also automatically succeed at attempts to decipher notes
written in code by your father, Sir Hydel Pontifax.

Homesteader of Lake Snow (Human only)

You grew up in the farms near Lake Snow, learning how to take care of yourself and your family. You are
a member of either the Korchul, Halymmitor, or Sorntin clans. Your family has secrets passed down for
generations; magical and psionic ability runs strong in the family, aiding in their many endeavors.

Skill Proficiencies: Animal Handling, Survival

Tool Proficiencies: One type of artisan’s tools, vehicles (land)

Equipment: A shovel, an iron pot, a set of artisan’s tools (one of your choice) a set of common clothes,
and a belt pouch containing 10 gp.

Feature: Strong in the blood

You cannot be surprised by magical attacks. You also can find a place to hide, rest, or recuperate among
the 3 clans, unless you have shown yourself to be a danger to them. Your children have a 50% chance to
grow up to be wild talents, 75% chance if the other parent is a sorcerer or wizard, 100 % chance if the
other parent is a member of the 3 clans.
Stasis Survivor

You grew up in a past age, a former resident of one of the fallen civilizations that litter Faerun’s history.
Through either accident or design, you recently arrived in the present via a temporal stasis spell or other
magics. Your exposure to cultures past and present have provided you with a unique insight to people.

Skill Proficiencies: History, Insight

Tool Proficiency: One type of artisan’s tools

Languages: 1 ancient language of your choice.

Equipment: A bottle of black ink, a quill, a set of artisan’s tools (one of your choice), a small knife, an
ancient map, a set of common clothes, and a belt pouch containing 10 gp.

Feature: Past knowledge

You have extensive knowledge that was once common place of one of the fallen civilizations. This
includes culture, common practices, geography of the time, possibly even dungeon layouts built by the
civilization.

Table: Fallen Civilizations of Faerun. (Listed oldest to newest and primary populations):

Aryvandaar (gold elf) Jhaamdath (human) Anauria (human)

Ardeep (moon and green elf) Haunghannar (dwarf) Asram (human)

Ilythiir (dark elf) Besilmer (dwarf) Hlondath (human)

Syorpiir (gold and moon elf) Thaeravel (human) Veldorn (human)

Thearnytaar (green elf) Ammarindar (shield dwarf) Gundavsr (human)

Eiellur (green elf) Eaerlann (elf) Athalanter (human)

Miyeritar (green and dark elf) Cormanthyr (elf) Alaoreum (dwarf)

Keltormir (moon and green Delzoun (dwarf) Tathrar (human)


elf)
Nethril (human) Shavinar (human)
Bhaerynden (dwarf)
Oghrann (dwarf) Meiritin (Halfling)
Shanatar (shield dwarf)
Songfarla (gnome) Phalorm (human, dwarf, elf,
Ilodhar (gold and moon elf) gnome, Halfling)
Narfell (human)
Lethyr (gold and moon elf) Hlontar (human)
Raumauthar (human)
Imaskar (human) Roldilar (dwarf)
Ironstar Kingdom (shield
Calim Empire (human and dwarf) Kingdom of Man (Human,
Halfling, genie ruled) gnome, Halfling)
Dareth (artic dwarf)
Yuireshanyaar (green and
Vastar (orc)
star elf)
Recent Events and Current Clack

4 years ago-

Elves begin leaving the region, several elf villages are found peacefully abandoned.

Mintiper Moonsilver reportedly scatters some of the Nether Scrolls from the Hall of Mists.

A Thayan enclave is peacefully set up in Procampur.

3 years ago-

The Coast Plague kills thousands in Amn.

The Lord of Shadowdale is killed by the Blackstaff.

People go missing while traveling the Moonsea Ride near Cormyr, and are not seen again.

2 years ago-

Rumors of 80,000 drow living in the Forest of Mir causes panic in Calimport.

Adventurers find Dawninghunt, and within it they find several thousand large and splendid emeralds.

The Ravager is banished from the Moonshae Islands.

Tristan Kendrick becomes the high king of the Moonshaes.

1 year ago-

Hulburg is obliterated by orcs.

The royal family of Tethyr dies in a series of fires, the following hysteria destroys Tethyr’s nobles and many castles and temples.

Zhengyi the Witch-King rises to power in Damara.

6 months ago-

Alusair Nacacia, daughter of King Azoun IV, turns 13.

Hydel Pontifax departs Suzail for the Stonelands.

3 months ago-

Rumors abound in Suzail that someone in the city has a map revealing the location of the lost gem hoard of the Great Wyrm
Draughthothnor, and is hiring mercenary adventurers to form a party that will undertake an extended expedition to seek out
the hoard. Draughthothnor was slain by the Five Wizards 260 winters ago, and his fabled hoard is said to contain gems now
found nowhere else in the Realms.

A new leader, Thaalim Torchtower, is rising amongst the lawless men who live in the wastes west of the mountains that lie on
the western edge of Cormyr; those same men that are known as “bandits” for their frequent raids upon travelers in the Forest-
Country. Thaalim is said to have spies in all of the cities, towns, and villages of the realm, and to be waiting for the richest
caravans.

Strange, fey beasts have been seen in the Hullack Forest and in the hills around Thunderstone, and such reports have always
come down into Cormyr steadily from travelers in the Stonelands and Gnoll Pass; the lands beyond the spearpoints of the King’s
soldiers seem truly wild.

Hydel Pontifax recruits adventurers (including the PCs) from across the continent to build a fort in the Stonelands.

Yesterday-

The Fort Hindsight is completed.


Fort Hindsight
Fort Hindsight

Rooms

2 Armories (provides weapons and armor for up to 10 people each), 1 Bedroom, 2 bunks (holds 10
each), 1 cell (holds up to 4), 1 Common room, 1 Courtyard, 3 Defensive Walls, 1 Dojo, 2 Fortifications (in
common room and Gatehouse, 1 Gatehouse, 1 Infirmary, 1 Kitchen, 1 Lavatory (holds up to 4), 1 office,
1 storage, 1 War Room

Population 15

Sir Hydel Pontifax (Male Human, Fighter/Wizard)

Acolyte Terra Fitzsimmons (Female Human, Cleric of Mystra)

Captain of the Guard Cid Stormweather (Male Human, Fighter)

Adrik Ironfist (Male Shield Dwarf, Fighter)

Amber Ironfist (Female Shield Dwarf, Fighter)

Varis Nightbreeze (Male Moon Elf, Ranger)

Aramil Nightbreeze (Male Half-elf, Fighter)

Bree Thorngage (Female Lightfoot Halfling rogue)

Biggs Amblecrown (Male Human, Fighter)

Wedge Evenwood (Male Human, Fighter)

Darvin Greycastle (Male Human, Fighter)

Dorn Tallstag (Male Human, Fighter)

Urth Stormwind (Male Human, Barbarian)

Ellyjobell “Badger” Garrick (Female Forest Gnome, Illusionist)

Lia Moon Brook (Female Wood Elf, Druid)

Advancement after 20th level.

Epic Boons will be used for advancement after gaining 20th level (one for every 30,000 XP earned above
355,000 XP). The following boons are also available:

Boon of Training

You gain a level in a class, acquiring the class features for that class level. You do not increase your
proficiency bonus, Hit Dice, hit points. You cannot use this Boon to increase a character’s class level
above 20. In the case of multiclass spellcasters, the spell slots cannot be increase above that of a 20th
level character. You may gain this boon multiple times.
Boon of Archmagic

You gain one 10th level spell slot, provided that you have the Boon of High Magic. You may gain this
boon up to 2 times.

Boon of Unbelievable Magic

You gain one 11th level spell slot, provided that you have the Boon of Archmagic and 10 other boons.
You may gain this boon up to 2 times.

Boon of Supreme Magic

You gain one 12th level spell slot, provided that you have the Boon of Unbelievable Magic and 20 other
boons.

Sorcerous Origin: Storm

Your innate magic comes from the power of elemental air. Perhaps you were born during a howling gale
so powerful that folk still tell stories of it. Your lineage might include the influence of potent air
creatures such as vaati or djinni. Whatever the case, the magic of the storm permeates your soul.

Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert control
over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks
by sahuagin, pirates, and other waterborne threats.

Stormborn
The arcane magic you command is infused with elemental air. You can speak, read, and write
Primordial. In addition, you gain the following spells at the listed sorcerer level. These spells do not
count against the number of sorcerer spells you know.

Storm Sorcerer Bonus Spells


Sorcerer
Level Spells
1st Fog cloud, thunderwave
3rd Gust of wind, levitate
5th Call lightning, sleet storm
7th Conjure minor elementals,* ice storm
9th Conjure elemental**
* Unless you gain this spell from another source, you can summon only smoke mephits, steam mephits, ice
mephits, or dust mephits with it.
**Unless you gain this spell from another source, you can summon only air elementals with it.
Tempestuous Magic
At 1st level, you are attuned to elemental air magic. Whenever you cast a spell other than a cantrip
during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10
feet without provoking opportunity attacks.

Heart of the Storm


At 6th level, you gain resistance to lightning and thunder damage. Whenever you cast a spell other
than a cantrip that deals lightning or thunder damage, a stormy aura surrounds you. In addition
to the spell’s effects, creatures of your choice within 10 feet of you take lightning or thunder
damage (choose each time this ability activates) equal to half your sorcerer level.

Storm Guide
At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20‐foot radius centered on
you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows
in a 100‐foot radius around you. The wind blows in that direction until the end of your next turn.
You have no ability to alter the speed of the wind.

Storm’s Fury
At 14th level, the storm energy you channel through your magic seethes within your soul. When you
are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal
to your sorcerer level. The attacker must also make a Strength saving throw, with a DC equal to 8
+ your Charisma bonus + your proficiency bonus. On a failed save, the attacker is pushed in a straight
line 20 feet away from you.

Wind Soul
At 18th level, you gain a flying speed of 60 feet and immunity to lightning and thunder damage. As
an action, you can reduce your flying speed to 30 feet for one hour and choose a number of
creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a
flying speed of 30 feet for 1 hour.
Psionics
The following rules cover the basics of psionic power, its application, and its relationship to magic.
What is Psionics?
Psionics is a source of power that originates from within a creature’s mind, allowing it to augment its
physical abilities and affect the minds of other creatures. Psionic abilities are called disciplines, since
each one consists of a set of specific, rigid mental exercises needed to place a creature in the correct
mindset to wield psionic power. A creature wielding psionic power focuses its concentration on a
discipline, and in doing so, manifests a minor psionic effect. Once a creature has concentrated on a
discipline, it can then tap into its reservoir of inner energy to create even greater effects. The basics of a
discipline are always within a wild talent’s grasp, but the energies needed to create more potent effects
tap into a limited reservoir of power.
Otherworldly Power
Not every D&D world features psionic power to the same extent. Psionics indirectly originates from the
Far Realm, a dimension outside the bounds of the known multiverse. The Far Realm has its own alien
laws of physics and magic. When its influence extends to a world, the Far Realm invariably spawns
horrific monsters and madness as it bends reality to its own rules.
As the laws of reality twist and turn, individual minds can be awakened to the cosmic underpinnings that
dictate the form and nature of reality. The tumult caused by the Far Realm creates echoes that can
disturb and awaken minds that would otherwise slumber. Such awakened creatures look upon the world
in the same way that creatures existing in three dimensions might look upon a two-dimensional realm.
They see possibilities, options, and connections that are unfathomable to those with a more limited
view of reality.

Disciplines
A psionic discipline is a rigid set of mental exercises. A wild talent must devote concentration to a
discipline to use it. Psionics is powerful enough that concentration alone can create psionic effects,
though such effects are subtle or limited. Once a wild talent learns a discipline, the character knows that
discipline until he or she chooses to purge it. A discipline requires exhaustive study and constant
practice to maintain its use. A wild talent masters only a few disciplines at a time. Disciplines have no
level. Their effect is instead determined by the psionic energy devoted to them.
Psi Points
A wild talent has an internal reservoir of energy that can be devoted to the disciplines he or she knows,
allowing those disciplines to create more powerful effects. This energy is represented by psi points. Each
discipline describes additional optional effects a wild talent can create with that discipline by spending
psi points. A wild talent’s psi points cannot be reduced below 0. A wild talent’s psi point total returns to
its maximum after the character finishes a long rest.
Psionics and Magic
Psionics and magic are two distinct forces. In general, an effect that alters or affects a spell has no effect
on a psionic effect. There is one important exception to this rule. A psionic effect that reproduces a spell
is treated as magic. A psionic effect reproduces a spell when it allows a psionic creature or character to
cast a spell. In this case, psionic energy taps into magic and manipulates it to cast the spell. For example,
the mind flayer as presented in the Monster Manual has the Innate Spellcasting (Psionics) feature. This
feature allows the mind flayer to cast a set of spells using psionic energy. These spells can be countered
with dispel magic and similar effects.
Using a Discipline
When a wild talent uses a discipline, the same basic rules are followed, regardless of the wild talent’s
level or the discipline’s effects.
Activation and Concentration
A wild talent activates a discipline as a bonus action. Once a discipline is activated, it remains active as
long as the wild talent maintains concentration on it. Concentrating on a discipline uses the same rules
as concentrating on a spell. Among other things, this means that a wild talent can maintain
concentration only on one discipline at a time, and that any effect that causes a wild talent to lose
concentration causes the discipline to end. Ending concentration on a discipline immediately ends all the
discipline’s effects, unless the discipline’s description says otherwise.
Once a discipline is active, it remains active as long as a wild talent can maintain concentration on the
discipline. Certain disciplines have effects that can occur before combat starts, so it’s important for
those disciplines to be active beforehand.
Spending Psi Points
Each discipline features options that can create additional effects if a wild talent spends an indicated
number of psi points. (A discipline option that has an asterisk to indicate the number of psi points that
must be spent on it can be used with a varying number of psi points, as indicated in the option’s text.)
Each option notes specific information about its effect, including the action required to use it (if any), its
range, and other details. If an option does not state that it is used as an action, a bonus action, or a
reaction, using it requires no action. The maximum number of psi points a wild talent can spend on a
single discipline option is based on rank. A wild talent’s skill increases both the total amount of energy
the character can channel and determines how much power can be manipulated at once. As a result, a
lower-rank wild talent might not be able to use all the options available for a specific discipline.
Components
Disciplines do not require the components that many spells require. Using a discipline requires no
spoken words, gestures, or materials. The power of psionics comes entirely from within the mind.
Duration
Each option for a discipline specifies how long its effect lasts. If an option does not specify a duration, its
effect lasts until the wild talent no longer concentrates on the discipline.
Targets and Areas of Effect
Psionic disciplines use the same rules as magic spells for determining targets and areas of effect. See
chapter 10, “Spellcasting,” of the Player’s Handbook.
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. Some disciplines require the wild talent to make an attack roll to determine whether the
discipline’s effect hits the intended target. See “Psionic Ability,” below, for more information.
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. However, a specific option from a psionic discipline does not combine with itself if that
option is used multiple times. 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. Psionics and
magic are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that
reproduces a spell is an exception to this rule (see “Psionics and Magic,” above, and “Combining Magical
Effects” in chapter 10, “Spellcasting,” of the Player’s Handbook).
Wild talent
A wild talent draws upon the power of psionics—the energy of the mind—to create powerful effects.

Class Features
As a wild talent, you gain the following class features.
Proficiencies
Saving Throws: Wisdom

The Wild talent


Rank Features Disciplines Psi Psi
Known Points Maximum
1st Psionics, Psionic Order, Strength of Mind 1 4 2
2nd 2 6 2
3rd Psionic Order Feature 2 14 3
4th Ability Score Improvement 2 17 3
5th 3 27 5

Psionics
As a student of psionics, you can master and use psionic disciplines.
Disciplines
At 1st rank, you know one discipline of your choice.
You choose disciplines from the list included in your chosen order (see below). You learn additional
disciplines of your choice at higher ranks, as shown in the Disciplines Known column of the Wild talent
table.
Psi Points
You gain a pool of psi points based on your wild talent rank. Your psi point total returns to its maximum
after you finish a long rest.
Psi Maximum
Though you have access to a potent amount of psionic energy, it takes training and practice to channel
that energy. You have a maximum number of psi points you can spend to activate a discipline based on
your wild talent rank, as shown in the Psi Maximum column of the Wild talent table.
Using Disciplines
You activate a discipline as a bonus action, and must immediately concentrate on it. If a discipline grants
a benefit for concentrating on it, you immediately gain that benefit. You continue to gain that benefit
and can use the discipline’s optional features as long as you
maintain your concentration on the discipline. While you are concentrating on a discipline, you
can spend psi points to augment the discipline’s effect. Each discipline details its optional effects and the
type of action (if any) required to spend psi points on an option.
You can end all effects of a discipline immediately by ending concentration on the discipline. If you want
to end a single effect of a discipline but still maintain its other effects, you can end a specific effect as a
bonus action.
Psionic Ability
Intelligence is your psionic ability for your wild talent disciplines. Your intellect determines the strength
of the psionic effects you manifest. In addition, you use your Intelligence modifier when setting the
saving throw DC for a wild talent discipline or when making an attack roll with one.
Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
Discipline attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Order
At 1st rank, you choose a psionic order. Each order specializes in a specific type of psionic energy. Your
order allows you to choose from its unique disciplines and grants you class features. (Currently, the two
orders available for the wild talent are the Order of the Awakened and the Order of the Immortal.
Future orders will include the Order of the Knife and the Order of the Invisible Hand.)
Strength of Mind
The power of psionics comes from within, and even the simplest techniques require a deep mastery and
understanding of how psionic energy can augment mind and body. This understanding allows you to
alter your defenses to better deal with persistent threats.
After completing a short or long rest, choose one ability score. You gain proficiency in saving throws
using the chosen ability score. This benefit lasts until you finish your next short or long rest.

Psionic Orders
Psionics is a mysterious form of power within most game worlds. Secretive cabals study its origins and
applications, while always pushing the boundaries of what psionics can achieve.
Each psionic order pursues a specific goal for psionic power. That goal shapes how the members of an
order understand psionics and determines the disciplines they master.
Order of the Awakened
Wild talents dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By
transcending the physical, the awakened hope to attain a perfect state of being—focused on pure
intellect and mental energy. The awakened are skilled at bending minds and unleashing devastating
psionic attacks, and are able to read the secrets of the world through psionic energy. Awakened wild
talents who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters
by turning them into unwilling pawns. You choose disciplines from the awakened disciplines list.
(Currently, only three disciplines are available for wild talents of the Order of the Awakened. New
disciplines will be added to this list as the
playtest progresses.)

Awakened Disciplines
Discipline Overview
Conquering Mind
Alter another creature’s mind
Intellect Fortress
Defend yourself with psychic counterattacks
Third Eye
Perceive what others cannot
Mind Thrust
At 1st rank, you learn a deadly technique for channeling disruptive psychic energy into another
creature’s mind. As an action, you make a ranged attack against a creature within 120 feet of you. You
must be able to perceive the creature, but you do not need to see it. The target uses its Intelligence
score in place of its AC against this attack, and gains no benefit from cover. You do not have
disadvantage on your attack roll if a hostile creature is within 5 feet of you.
On a hit, the target takes 1d8 psychic damage. You can increase this damage by spending psi points (up
to your psi maximum) before making your attack roll. The attack deals an extra 1d8 psychic damage for
each psi point you spend.
Psychic Mind
At 1st rank, your mastery of psionic power allows you to tap directly into the minds of others. You can
communicate telepathically with any creature you can see within 100 feet of you. You don’t need to
share a language with a creature for it to understand your telepathic utterances, and the creature
understands you even if it lacks a language. You can allow a creature to respond to you telepathically,
but it must understand at least one language in order to
communicate this way.
Object Reading
At 3rd rank, you can focus your mind to read the psionic imprint left on an object. If you hold an object
and concentrate on it for 10 minutes, you learn a few basic facts about it. You gain a mental image from
the object’s point of view, showing the last creature to hold the object, regardless of how long ago it
was last handled. You also learn of any events that have occurred
within 20 feet of the object within the past 24 hours. The events you perceive unfold from the object’s
perspective. You see and hear such events as if you were there, but cannot use other senses.
Additionally, when you use Object Reading on an object, you can choose to embed a psychic sensor
within the object. For the next 24 hours, you can use an action to learn the object’s location relative to
you (its distance and direction) and to look at the object’s surroundings from its point of view as if you
were there.
Awakened Disciplines
The psionic disciplines you select as a member of the Order of the Awakened allow you to manipulate
awareness—your own and other creatures’—to your advantage. (Currently, only three disciplines are
available for wild talents of the Order of the Awakened. New disciplines will be added to this list as the
playtest progresses.)
Conquering Mind
Psionic Discipline
By channeling psionic power, you gain the ability to control other creatures by substituting your will for
their own.
Concentration: While concentrating on this discipline, you have advantage on Charisma checks.
Exacting Query (1): As an action, you target a creature you can see and that you can communicate with
using your Psychic Mind feature. The target makes an Intelligence saving throw. On a failed save, the
target truthfully answers one question of your choice through the telepathic link of your Psychic Mind.
On a successful save, the target is unaffected and you cannot use this ability on that creature again until
you finish a long rest.
Occluded Mind (3): As an action, you target a creature you can see and that you can communicate with
using your Psychic Mind feature. The target makes an Intelligence saving throw. On a failed save, the
target believes one statement of your choice for the next 5 minutes. The statement can be up to ten
words long, and must describe you or a creature or object the target can see. On a successful save, the
target is unaffected and you cannot use this ability on
that creature again until you finish a long rest.
Broken Will (5): As an action, you target a creature you can see and that you can communicate
with using your Psychic Mind feature. The target makes an Intelligence saving throw. On a failed save,
you choose the target’s movement and action on its next turn. On a successful save, the target is
unaffected and you cannot use this ability on that creature again until you finish a long rest.
Intellect Fortress
Psionic Discipline
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch
reflexive counterattacks against your opponents.
Concentration: While concentrating on this discipline, as a reaction, you can impose disadvantage on a
ranged attack or a melee attack made against you if you can see your attacker. If the attack hits you, the
attacker takes psychic damage equal to half your
wild talent rank (rounded up).
Third Eye
Psionic Discipline
This discipline grants you the ability to open a third eye within your mind, allowing you to perceive thing
that others miss.
Concentration: While concentrating on this discipline, you have blindsight with a radius of 30
feet.
Tremorsense (1): As a bonus action, you gain tremorsense with a radius of 30 feet for 1 minute.
Unwavering Eye (1): As a bonus action, you gain advantage on Wisdom checks for 1 minute.
Truesight (5): As a bonus action, you gain truesight with a radius of 30 feet for 1 minute.
Order of the Immortal
The Order of the Immortal strives to achieve physical perfection by augmenting the body’s natural
strength with psionic power. This order’s goal is for its members to achieve immortality by overcoming
the effects of aging through rigorous discipline and psionic perfection. To members of this order, psionic
energy is a tool to augment, control, and perfect the physical body. Those immortals 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. You choose disciplines from the immortal disciplines
list. (Currently, only three disciplines are available for wild talents of the Order of the Immortal. New
disciplines will be added to this list as the playtest progresses.)
Immortal Disciplines
Discipline Overview
Celerity
Move and act with unmatched speed
Iron Durability
Boost your defenses
Psionic Weapon
Channel psionic energy into a weapon
Durable Mind
At 1st rank, you gain the ability to maintain your focus despite injury. Your concentration on a psionic
discipline cannot be ended as a result of taking damage.
Martial Order
At 1st rank, you gain proficiency with martial weapons and shields.
Psionic Regeneration
At 3rd rank, you learn to use psionic energy to augment and speed up your natural healing abilities. At
the end of your turn, if your current hit point total is half or less of your hit point maximum, you regain
hit points equal to half your wild talent rank.
Immortal Disciplines
The psionic disciplines you select as a member of the Order of the Immortal allow you to hone your
strength and speed for maximum effectiveness on the battlefield. (Currently, only three disciplines are
available for wild talents of the Order of the Immortal. New disciplines will be added to this list as the
playtest progresses.)
Celerity
Psionic Discipline
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. In
your eyes, the world seems to slow down while you continue to move as normal.
Concentration: While concentrating on this discipline, your speed increases by 5 feet and you
have advantage on Initiative checks.
Rapid Reaction (1): If you are surprised, you can spend 1 psi point to no longer be surprised.
Seize the Initiative (*): When you roll initiative, you can spend up to 5 psi points, gaining a +2 bonus to
your initiative roll for each psi point spent.
Surge of Speed (1): As a bonus action, you can spend 1 psi point to increase your speed by 30 feet until
the end of your turn. In addition, you do not provoke opportunity attacks this turn.
Surge of Action (5): As a bonus action, you can spend 5 psi points and gain an additional action this turn.
Iron Durability
Psionic Discipline
This discipline grants you unmatched toughness and resilience on the battlefield.
Concentration: While concentrating on this discipline, you gain a +1 bonus to AC. As an action,
you can spend one Hit Die. You roll the die and add your Constitution modifier to it, then regain hit
points equal to the total.
Iron Hide (*): As a reaction when you are attacked, you can spend up to 3 psi points, gaining a +2 bonus
to AC for each psi point you spend. You spend these points after learning the attack’s result but before
applying its effects.
Iron Resistance (5): As an action, you can spend 5 psi points to gain resistance to acid, cold, fire, lighting,
or thunder damage (your choice). This benefit lasts for 1 hour or until you use this option again.
Psionic Weapon
Psionic Discipline
You channel psionic energy into a weapon you wield (including your unarmed strike), lending
devastating power to your attacks.
Concentration: While concentrating on this discipline, you charge one weapon you carry with
psionic energy. While you hold the psionic weapon, it becomes a magic weapon with a +1 bonus to
attack rolls and damage rolls. If you use this option on a magic weapon, use the weapon’s bonuses or
the discipline’s bonuses, whichever are higher.
Ethereal Weapon (1): Each time you attack with your psionic weapon, you can spend 1 psi point to
transform it into pure psionic energy. You do not make your attack roll against the target’s AC. Instead,
the target makes a Dexterity saving throw against this discipline. On a failed save, the target takes the
attack’s normal damage and suffers its additional effects. 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 (*): Each time you hit with your psionic weapon, you can spend up to 5 psi points to
increase your damage. The attack deals an extra 1d10 damage of the same type dealt by the weapon for
each psi point you spend.
Augmented Weapon (5): You can strengthen the energy that you have infused into your psionic
weapon, increasing its bonus to attack rolls and damage rolls to +3 for 1 minute.

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