Professional Documents
Culture Documents
The Psyker are the special forces and elite warriors of the Duergar. Physically imposing,
implacable in battle and of unbreakable courage. What makes them most formidable,
however, is there innate Psychic Abilities which have been honed for infiltration,
inquisition and warfare. The Psykers are said to be handpicked by Laduguer himself and
blessed with his gifts to serve as his right hand in the world above and the world below
‘Our Resolve is Never Shaken. Our Fight is Never Done.’ - Duergar Aphorism
Our Resolve Is Never Shaken: Showing weakness of any sort is a mortal sin in Duergar
society, be it in the workings of the clan or in personal conduct. Duergar are prohibited from
demonstrating happiness or personal pleasure, and the abandonment of emotion and
individuality is idealized in their ranks. The Psykers are the very pinnacle of this ideal, knowing
as they do, every last inch of their own minds, and yet without opinion or emotion of their own.
Our Fight Is Never Done: The Duergar believe that life is a battle for survival that only the
fittest win, and so it is their solemn duty, as a race, to prove themselves the ultimate winners by
dint of their own indomitable fitness. To this end Duergar eugenics is a tightly controlled function
of Duergar society and the Psykers are products of that long, patient work. The best and the
brightest. The strongest and least compassionate. The toughest and most powerful that
countless centuries of planning have produced. The dour champions of the Duergar.
Racial Abilities
Abilities: +2 to Constitution & +1 to Intelligence
Speed: Duergar have a base speed of 25ft. Your speed is not reduced by wearing medium or
heavy armor
Languages: You can speak, read, and write Common, Dwarven, and Undercommon
Superior Darkvision: You can see in dim light within 120 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray
Sunlight Sensitivity: You have Disadvantage on attack rolls and on Perception Checks that
rely on sight when you, the target of your attack, or whatever you are trying to perceive is in
direct sunlight
Dwarven Resilience: You have advantage on Saving Throws against Poison, and you have
Resistance against Poison Damage
Stonecunning: Whenever you make an History Check related to the origin of stonework, you
are considered Specialized in the History skill and add double your proficiency bonus to the
check
Psyker Abilities
Hit Dice: 1d10 per Psyker level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Psyker level after 1st
Starting Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Constitution, Intelligence
Skills: Choose two Skills from Athletics, Insight, Intimidation, Perception, Stealth
Starting Equipment
• (a) Studded Leather or (b) RingMail
• (a) a Martial Weapon and a Shield or (b) two Martial Weapons
• (a) a Light Crossbow or (b) two Handaxes
• a Dungeoneer's Pack
Proficiency Psionic Psionic Psionic
Level Bonus Features
Bonus Points Limit Die
1st +2 Telekinetic Hand, Telepathic
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment to fuel
rapid actions in a time of need. On your Turn, you can take one additional Action on top of your
regular Action and a possible Bonus Action. When you use this ability, your Psionic Talent Die
decreases by one die size. You can use this ability only once per Turn. You can use this ability
as often as you have a Psionic Talent Die remaining to fuel it.
Psionic Talent Options - You can only use your Psionic Talent Die 1x per Round. You can use
your Psionic Talent Die in the following ways:
Protective Field - When you or another creature you can see within 10’ of you takes damage,
you can use your Reaction to roll your current Psionic Talent Die and reduce the damage taken
by the number rolled as you create a momentary shield of telekinetic force to block, deflect or
push aside the offending blow
Psi-Powered Leap - As a Bonus Action you can spend 5’ of your Movement to Jump in any
direction up to 5x the roll of your current Psionic Talent Die, i.e., a roll of 6 = 30’. This Jump can
happen at any point in your movement and doesn’t affect your remaining movement points
Note - You can jump upward as well, but take into account that to jump 20’ forward and 20’ up
would require a grand total of 40’ etc etc etc. To fall from any height greater than 10’ might incur
damage per the DM’s ruling (also true in the case of failed jumps into the sides of buildings etc)
This is a measure of how deep the Psyker’s well of psionic power is. This pool begins with 6
points at 3rd level. Psionic Points increase as the Psyker levels up. Psionic Points are regained
in full after a Long Rest.
Psionic Limit - Regardless of how many Psionic Points you have, you can only ever spend an
amount equal to your current Psionic Limit at any one time.
Starting at 3rd Level you can pick a Psionic Discipline from the list at the end of this document.
Each discipline has a range of powers which are fueled by Psionic Points. Each power has a
name and the point cost of that option appears after its name. You must spend that number of
Psionic Points to use that power while also abiding by your current Psionic Limit. If you don’t
have enough points left, or if the cost is above your current Psionic Limit then you cannot use
the power. Some options show a range of cost of Psionic Points, rather than a specific cost. To
use that option you must spend a number of points within that point range, while still abiding by
your Psionic Limit. You must spend all the points when you first use the discipline; you can’t
decide to spend additional points once you see the discipline in action.
At any one time a Psyker can choose to Focus on one of his known Psionic Disciplines.
Focusing on a Psionic Discipline causes a (generally physical) change in the Psyker and gives
the Psyker an advantage as described beneath each discipline at the end of this document.
Switching Focus between Disciplines takes a Psyker’s entire Turn. The new focus and its
benefits will begin at the beginning of the Psyker’s next Turn.
Note - A Psyker can continue to Focus on a Psionic Discipline though he is out of Psionic
Points. A Psyker does not have to focus on a Discipline if he chooses not to.
As a Bonus Action, in a fierce effort of concentration and willpower, you restore your Psionic
Talent Die to its starting size. This costs both your current HPs and your HP Maximum an
amount equal to 1x the role of your current maximum Psionic Talent Die. This Damage cannot
be healed except by a Long Rest. Once used, you cannot use Psionic Replenishment again
until you finish a Long Rest.
You have gained remarkable control of your metabolism and autonomic processes. As an
Action you can choose to enter a physical torpor and so go a number of days without food,
water or sleep equal to your Intelligence Ability modifier while still functioning at a relatively high
ability by sheer force of will, i.e., a Psyker with an Intelligence of 17 could manage up to 3x days
without any/and/or all of these things. Every day passed in a such a torpor reduces your every
Ability Score by -1.
While in this torpor anything you have ingested (willingly or unwillingly) and certain Conditions
can be temporarily arrested until such time as you return to regular function. While in this state
of torpor you can delay the physical (non-magical) effects of: Poison - Paralysis - Disease - etc
(Note - This includes beneficial ingested substances such as Potions, etc). However, the minute
you return to regular physical function you suffer said effects.
You can still regain HPs, Psionic Points, reset your Psionic Talent Die, etc etc etc as per a Long
Rest by telling the DM that you are entering a ‘Meditative State’ for 4x hours. During that time
period you must be Concentrating on the meditative state, though you are still capable of
performing menial, repetitive tasks, i.e., walking, reading, mining, etc etc etc. If, at the end of
that 4x hour period you have managed to retain Concentration, and remain largely unmolested,
you receive all of the benefits of a Long Rest. If, however, your meditative state is broken, or
you choose to relinquish your Metabolic Control, or you have surpassed a number of days in
torpor equal to your Intelligence Ability modifier, then you receive a number of levels of
Exhaustion equal to the number of days that you endured without sustenance and/or sleep.
You gain the ability to teleport up to 30’, to an unoccupied space that you can see, when you
use your Action Surge. You can teleport before or after your additiffonal Action. This
teleportation can happen at any point in your movement and doesn’t affect your remaining
movement points
You can weave a veil of psychic static to mask yourself. If your Psionic Talent Die is available,
as an action, you can become invisible, along with anything you are wearing or carrying, for 10
minutes or until you lose Concentration, or you dismiss this effect (no Action required). This
invisibility ends if you use another ability or power, deal damage to a creature or if you force a
creature to make a saving throw. When you use this ability, your Psionic Talent Die decreases
by one die size.
Your ability to move creatures and objects with your mind is matched by few. If your Psionic
Talent Die is available, you can cast the ‘Telekinesis’ spell, requiring no components. Your
spellcasting ability for the spell is Intelligence. When you use this ability, your Psionic Talent Die
decreases by one die size.
Psychic Disciplines
Celerity
Your entire nervous system is alight with psionic power. The entire world around you seems to
slow down but you continue to move amongst the world as usual
Psychic Focus: While focused on this discipline your entire body seems blurred and vibrating
to others and your Movement Speed increases by 10’
*Rapid Step - 1-10 PPs - Bonus Action - As a Bonus Action you can increase your Movement
Speed by 10’ until the end of your Turn for each PP spent this way
*Bounce Back - 2 PPs - Reaction - As a Reaction you can stand up from Prone without using
any movement points
*Agile Defense - 3 PPs - Bonus Action - As a Bonus Action you can take the Dodge Action
*Surge of Speed - 4 PPs - Bonus Action - Concentration up to 1 Minute - As a Bonus
Action, and until you lose Concentration, you double your current Movement Speed - you don’t
provoke Attacks of Opportunity - and you gain a Climbing Speed equal to your regular
Movement Speed (not doubled)
*Surge of Action - 5 PPs - Bonus Action - As a Bonus Action you can take the Dash Action
and make an extra weapon attack at Advantage. The Dash does use up your entire regular
Movement Speed however (If you have already moved this Turn then the ability is not available)
*¡Arriba, Arriba! ¡Ándale, Ándale! - 7 PPs - Bonus Action - Concentration up to 1 Minute -
As a Bonus Action your speed is doubled, you gain a +2 bonus to AC, you have Advantage on
Dexterity Saving Throws, and you gain an additional Action each turn. That Action can be used
only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object
action. When the ability ends, you cannot move or take actions until after your next turn, as a
wave of lethargy sweeps over you. (Unless you continue to extend the power with further PPs)
Crown of Despair
You have learned to harvest the seeds of despair from another creature’s psyche, wracking it
with self-doubt and inaction
Psychic Focus: While focused on this discipline your head is wreathed in a jagged crown of
wicked red light, shedding dim light out to 30’, and you have Advantage on Intimidation Checks
*Crowned in Sorrow - 1–10 PPs - Action - 60’ Range - As an Action, one creature you can
see within 60’ of you must make a Charisma Saving Throw as its willpower contests your own.
The target makes its Saving Throw at -1 for each 2x PPs spent this way. On a failed save its
joie de vivre begins to fade, it takes 1d6 Psychic Damage for each PP spent this way, and it
can’t take reactions until the start of your next turn. On a successful save, it takes half as much
damage and suffers no ill effects
*Call to Inaction - 2 PPs - Action - 60’ Range - Concentration up to 1 Minute - If you spend
an Action conversing with a creature you can see within 60’, you can attempt to seed it with an
overwhelming ennui. At the end of the conversation the creature must make a Wisdom Saving
Throw. The save automatically succeeds if the target is immune to being charmed. The target
must be able to understand your language. On a failed save, it sits Prone and is Incapacitated
until your concentration ends. This effect immediately ends if the target is attacked or takes
damage. On a successful save, the creature is unaffected but has no inkling of your attempt to
bend its will
*Visions of Despair - 3 PPs - Action - 60’ Range - As an Action you force one creature you
can see within 60 feet of you to make a Charisma Saving Throw mas its willpower contests your
own. On a failed save, it takes 3d6 Psychic Damage, its speed is reduced to 0, and it falls flat on
its back or face, Prone and in the throes of utter despair until the beginning of your next Turn.
On a successful save, it takes half as much damage and suffers no ill effects
*Dolorous Mind - 4 PPs - Action - 60’ Range - Concentration up to 1 Minute - As an Action
you choose one creature you can see within 60’ of you. It must succeed on a Charisma Saving
Throw as its willpower contests your own or it is Incapacitated with sorrow, it’s Movement Speed
is reduced to 0, and it begins to sob uncontrollably until your Concentration ends. It can repeat
this saving throw at the end of each of its turns ending the effect on a success
*Suicidal Tendencies - 5 PPs - Action - 60’ Range - Concentration up to 1 Minute - As an
Action you choose one creature you can see within 60’ of you. It must succeed on a Charisma
Saving Throw as its willpower contests your own or it is filled with rage at its own inadequacies
and failures. It’s Movement Speed is reduced to 0, and it spends its Action attacking itself with
its best available melee attack until your Concentration ends. It can repeat this saving throw at
the end of each of its turns ending the effect on a success
*Trail of Tears - 7 PPs - Action - 60’ Range - Concentration up to 1 Minute - As an Action
you choose up to 6x creatures that you can see within 60’ of you. They must succeed on a
Charisma Saving Throw as their willpower contests your own or they are Incapacitated with
sorrow, they begin to sob uncontrollably, and spend their Movement getting as far away from
you as possible until your Concentration ends. They can repeat this Saving Throw at the end of
each of their Turns ending the effect on a success
Earth Bender
You attune your mind to seize control of and bend the very earth and minerals themselves
Psychic Focus: While focused on this discipline your skin takes on the cracked surface and the
ashen hue of stone and you gain a +1 bonus to your AC
*Earthen Spike - 1–10 PPs - Action - Range 90’ - As an Action you telekinetically hurl a mote
of earth at one creature you can see within 90’ of you. The target must make a Dexterity Saving
Throw. For every 2x PPs (rounded down) spent this way the target receives a -1 on its Saving
Throw. On a failed save, the target takes 1d6 Bludgeoning Damage per PP spent and has its
speed halved until the start of your next turn. On a successful save, the target takes half as
much damage and suffers no ill effects. This can be imagined, at 2 PP, as a telekinetically
hurled softball sized rock, but then, at 10 PP, as a stalagmite formed and driven through one's
opponent. Requires access to earth.
*Warp Weapon - 2 PPs - Action - Range 60’ - As an Action choose one non-magical weapon
held by one creature you can see within 60’ of you. That creature must succeed on a Charisma
Saving Throw, as its will contests your own, or the chosen weapon bends and warps like a
noodle and can’t be used to attack until the beginning of your next Turn
*Warp Armor - 3 PPs - Action - Range 60’ - As an Action choose a non-magical suit of armor
worn by one creature you can see within 60’ of you. That creature must succeed on a Charisma
Saving Throw, as its will contests your own, or the creature’s AC becomes 10 + its Dexterity
modifier until the beginning of your next Turn
*Earthen Sanctuary - 5 PPs - Bonus Action - Duration
up to 1 Minute - As a bonus action you sheathe yourself
with an earthen resilience, pulling earth and rock to clad
you as armor. As your enemies attack you bits and pieces
are knocked and hewn away. You gain 30 temporary hit
points. At the end of the duration or once the HPs are
exhausted the earth and stone fall back to the ground.
Requires access to earth.
*Wall of Stone - 7 PPs - Action - Range 120’ -
Concentration up to 1 Minute - As an Action you create
a wall of stone at least one portion of which must be
within 120’ feet of you. The wall is 60 feet long, 15 feet
high, and 1 foot thick. The wall lasts until your
concentration ends. Each 5-foot wide section of the wall
has AC 12 and 100 hit points. Breaking one section
creates a 5-foot by 5-foot hole in it, but the wall otherwise
remains intact. If the wall cuts through a creature’s space
when it appears, the creature is pushed to one side of the
wall (your choice). If a creature would be surrounded on
all sides by the wall (or the wall and another solid
surface), that creature can make a Dexterity Saving
Throw. On a success, it can use its Reaction to move up
to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire. The wall doesn’t
need to be vertical or rest on any firm foundation. It must,
however, merge with and be solidly supported by existing
stone or earth. Thus, you can use this spell to bridge a
chasm or create a ramp. You can crudely shape the wall
to create crenellations, battlements, and so on. Requires
access to earth
*Summon Stone - 9 PPs - Action - 90’ Range - Concentration up to 10 Minutes - As an
Action you summon the earth itself to your aid. At a Range of up to 90’ an earth elemental rises
up from the ground. The elemental disappears when it drops to 0 hit points or when you dismiss
it. The elemental is friendly to you and your companions for the duration. Roll initiative for the
elemental, which has its own Turn. It obeys any verbal commands that you issue to it (no Action
required by you). If you don’t issue any commands to the elemental, it defends itself from hostile
creatures but otherwise takes no actions. If your Concentration is broken, the elemental doesn’t
disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your
companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and
disappears 10 Minutes after summoned
Giant Growth
You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and
durability.
Psychic Focus: While focused on this discipline your feet and legs become thick as tree trunks
and you gain Advantage on Saves to remain standing and not suffer the Prone condition
*Stilt Legs - 2 PPs - Bonus Action - Concentration up to 5 Rounds - As a Bonus Action your
legs grow to 10’ tall and you increase your Movement Speed by 1/2. You can also move through
allies or defenders without a penalty to Movement Speed (though you might well still attract
Attacks of Opportunity). This effect ends when your Concentration ends
*Tree Limbs - 2 PPS - Bonus Action - Concentration up to 5 Rounds - As a Bonus Action
your arms grow to massive size and your melee weapon attacks deal an extra 1D4
Bludgeoning Damage on a hit, while your Reach increases by 5’. This effect ends when your
Concentration ends
*Ogre Form - 3 PPs - Bonus Action - Concentration up to 5 Rounds - As a Bonus Action
you gain 10 temporary hit points. In addition, your melee weapon attacks deal an extra 1D6
Bludgeoning Damage on a hit, and your reach increases by 5’. If you are smaller than Large,
you also become Large for the duration growing to a height of 10’ tall and weighing 800 pounds
and take up a 10x10’ grid area. You gain Advantage on Saves to remain standing and not
suffer the Prone condition. Your Movement Speed increases by 1/2. This effect ends when your
Concentration ends. Note - If you choose to remain enlarged for another 5 rounds you gain
fresh temporary hit points
*Giant Form - 5 PPs - Bonus Action - Concentration up to 5 Rounds - As a Bonus Action
you gain 20 temporary hit points. In addition, your melee weapon attacks deal an extra 1D8
Bludgeoning Damage on a hit, and your reach increases by 10’. If you are smaller than Huge,
you also become Huge for the duration growing to a height of 20’ tall and weighing 4000 pounds
and take up a 15x15’ grid area. You gain +5 and Advantage on Saves to remain standing and
not suffer the Prone condition. Your Movement Speed doubles. This effect ends when your
Concentration ends. Note - If you choose to remain enlarged for another 5 rounds you gain
fresh temporary hit points
*Titan Form - 7 PPs - Bonus Action - Concentration up to 5 Rounds - As a Bonus Action
you gain 30 temporary hit points. In addition, your melee weapon attacks deal an extra 2d6
bludgeoning damage on a hit, and your reach increases by 15’. If you’re smaller than
Gargantuan, you also become Gargantuan for the duration growing to a height of 30’ tall and
weighing 30,000 pounds and take up a 20x20’ grid area. You gain +10 and Advantage on Saves
to remain standing and not suffer the Prone condition. Your Movement Speed triples. This effect
ends when your Concentration ends. Note - If you choose to remain enlarged for another 5
rounds you gain fresh temporary hit points
*Wish I Was Ocean Size - 9 PPs - Bonus Action - Concentration up to 5 Rounds - When
you stride the earth shakes! As a Bonus Action you gain 40 temporary hit points. In addition,
your melee weapon attacks deal an extra 4d6 bludgeoning damage on a hit, and your reach
increases by 20’. If you’re smaller than Gargantuan, you also become Gargantuan for the
duration growing to a height of 60’ tall and weighing 120,000 pounds and take up a 30x30’ grid
area. You gain +15 and Advantage on Saves to remain standing and not suffer the Prone
condition. Your Movement Speed quadruples. This effect ends when your Concentration ends.
Note - If you choose to remain enlarged for another 5 rounds you gain fresh temporary hit
points
Intellectual Fortress
You forge an indomitable wall of psionic energy around your mind
Psychic Focus: While focused on this discipline a visible silver-blue halo forms around your
head, shedding dim light out to 30’, and you gain Advantage on Concentration Checks
*Psychic Parry - 1–10 PPs - Reaction - As a Reaction when you make an Intelligence.
Wisdom, or a Charisma Saving Throw, you gain a +1 bonus to that saving throw for each PP
spent on this ability. You must declare before you roll
*Psychic Trampoline - 2 PPs - Reaction - 30’ Range - As a Reaction you can try to harness
an opponent’s kinetic energy against it. An enemy within the 30’ Range who moves in towards
you must make a Strength Saving Throw or be pushed back by a telekinetic wave to its starting
point, however far that might be perhaps precluding a melee attack etc etc etc
*Psychic Backlash - 3 PPs - Reaction - 60’ Range - As a Reaction you feedback your trauma
on to your attacker. Upon receiving damage from a successful attack by a target within 60’ your
attacker takes 2D6 Psychic Damage and must make a Successful Wisdom Save or suffer
Disadvantage on its next attack against you (as he knows your pain now!)
*Psychic Dome - 4 PPs - Reaction - 20’ Radius - As a Reaction to an Area of Effect spell that
requires a Strength - Constitution - or Dexterity Saving Throw you can bring up a brief Psychic
Dome in a 20’ Radius that gives everyone beneath it Advantage on their Saving Throws against
said effect
*Psychic Short - 5 PPs - Reaction - 60’ Range - As a Reaction you attempt to momentarily
short the synapses of a creature in the process of casting a spell. If the creature is casting a
spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or
higher, make an Intelligence Ability Check against a DC equal to 10 + the spell’s level. On a
success, the creature’s spell fails and fizzles and it has no effect
*Psychic Redoubt - 7 PPs - Action - 30’ Range - Concentration up to 10 minutes - As an
action you create a field of protective psychic energy. Choose any number of creatures within
30’ of you. Until your Concentration ends, each target has resistance to psychic damage and
Advantage on Intelligence, Wisdom, and Charisma Saving Throws as well as well as Advantage
on Concentration Saves
Mental Inquisition
You reach into a creature’s mind to uncover information or to plant ideas within it
Psychic Focus: While focused on this discipline your eyes burn a fiery red/orange, flickering
with baleful light, and you gain Advantage on Insight Checks
*Hammer of Inquisition - 1-10 PPs - Action - Reach out and grab a target via a Psychic
Discipline melee attack. On a successful hit the target must make a successful Charisma Saving
Throw -1 for each 2x PPs spent this way as its willpower contests your own. On a failed save it
takes 1d8 Psychic Damage per PP spent this way and falls to its knees, kneeling Prone before
you. On a successful save it takes half as much damage and suffers no ill effects
*Forceful Query - 2 PPs - Action - 60’ Range - As an Action you ask a question of one
creature that can see and hear you within 60’. The question must be phrased so that it can be
answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom
Saving Throw or it replies with a truthful answer to the best of its ability. A creature is immune to
this ability if it is immune to being charmed
*Forceful Suggestion - 3 PPs - Action - 60’ Range - Concentration up to 1 Hour - As an
Action you make a suggestion to one creature that can see and hear you within 60’. Once the
suggestion is successfully implanted the
range is limitless so long as the target
remains on the same plane of existence.
The suggestion must be phrased as a
single, simple sentence, otherwise this
ability fails. The target must succeed on
a Wisdom Saving Throw or it pursues
the course of action you described to the
best of its ability. Asking the creature to
stab itself, throw itself onto a spear,
immolate itself, or do some other
obviously harmful act ends the spell. If
you or any of your companions damage
the target, the spell ends. A creature is
immune to this ability if it is immune to
being charmed
*Ransack Mind - 4 PPs - 10 Minutes of
Concentration - 60’ Range - While you
concentrate on this ability you probe one
creature’s mind. The creature must
remain within 60’ of you, and you must
be able to see it. You must remain as
still as possible and relatively
unmolested and staring at the creature,
boring into its mind. If you reach the
ability’s full duration without having
broken Concentration, the target must make three Intelligence Saving Throws, and you learn
information from it based on the number of throws it fails:
- With one failed saving throw, you learn its key memories from the past 12 hours.
- With two failed saving throws, you learn its key memories from the past 24 hours.
- With three failed saving throws, you learn its key memories from the past 48 hours.
*Don’t You Dare! - 5 PPs - Action - 60’ Range - Concentration up to 1 Minute - As an Action
you bellow out your command - ‘Don’t you dare!’ - and up to 6x creatures of your choice inside a
40-foot cube within a 60’ Range must succeed on a Wisdom Saving Throw or be affected by
hesitation and uncertainty for the duration.
An affected target's Movement Speed is halved, it takes a −2 penalty to AC and Dexterity
Saving Throws, and it cannot use Reactions. On its turn, it can use either an Action or a Bonus
Action, but not both. Regardless of the creature's abilities or magic items, it can't make more
than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a
casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the
creature's next turn, and the creature must use its action on that turn to complete the spell. On a
roll of 10 or under the spell is wasted. A creature affected by this ability can make another
Wisdom saving throw at the end of its turn. On a successful save, the effect ends
*Phantom Idea - 7 PPs - 10 Minutes of Concentration - 60’ Range - While you Concentrate
on this ability you invade one creature’s mind. The creature must remain within 60’ of you, and
you must be able to see it. You must remain as still as possible and relatively unmolested and
staring at the creature, boring into its mind. If you reach the ability’s full duration without having
broken Concentration the target must make three Intelligence Saving Throws. You then plant a
memory or an idea in it which lasts for a number of hours based on the number of throws that it
failed. You choose whether the idea or memory is trivial (such as ‘I had porridge for breakfast’ or
‘Ale is the worst’) or personality-defining (‘I failed to save my village from orc marauders and am
therefore a coward’ or ‘Magic is a scourge, so I renounce it’)
- With one failed saving throw, the idea or memory lasts for the next 4 hours
- With two failed saving throws, it lasts for 24 hours
- With three failed saving throws, it lasts for 48 hours
Nomadic Mind
You dispatch part of your psyche into the great collective of knowledge comprised and
possessed by all living things, hoping to glean insights and power
Psychic Focus: Whenever you focus on this discipline, you are so distracted and lost in interior
thought that it requires your Concentration, and you can pick a Skill or Tool and gain +2 on
Checks with it until you lose Concentration or your focus ends
*Wandering Mind - 2 PPs - 10 Minutes of Concentration - 1 Hour Duration - You enter a
deep contemplation. If you are able to maintain Concentration for the full 10 minutes, without
undue interruption and in relative stillness, then you then gain Proficiency with any Tool, Kit,
Gaming Set, Musical Instrument, Vehicle or in one of the following Skills: Animal Handling,
Arcana, History, Investigation, Medicine, Nature, Performance, Religion, Sleight of Hand, or
Survival. If you are already Proficient in the Skill then you gain Specialization. The benefit lasts
for 1x hour Duration with no further concentration required
*Familiar Face - 2 PPs - Action - 90’ Range - Concentration up to 10 Minutes - As an Action
you can make your own face familiar to a chosen non-hostile creature within Range. You
yourself are unaware of how the target perceives you, but he recognizes you as an associate, a
friend, an acquaintance. It matters not that you might be too short or too tall, as he is focused on
your face. For the duration, you have advantage on all Charisma Checks and Charisma Skill
Checks directed at that creature. To discern that you are disguised, a creature can use its
Action to inspect your appearance and must succeed on an Intelligence Check. The affected
creature will only make a save of its suspicions are aroused, i.e., ‘What do you mean you don’t
remember last night’s card game Uncle Milly?’
*Find Creature - 3 PPs - 1 Hour of Concentration - You cast your mind about for information
regarding the whereabouts of a specific creature. You enter a deep contemplation. If you are
able to maintain Concentration for the full hour required, without undue interruption and in
relative stillness, then you gain a general understanding of the creature’s current location. You
learn the region, city, town, village, or district where it is (DM’s discretion). If the creature is on
another plane of existence, you instead learn which plane.
*Item Lore - 3 PPs - 1 Hour of Concentration - You carefully study an item. You enter a deep
contemplation. If you are able to maintain Concentration within 5’ of the item for this abilities full
hour required, without undue interruption and in relative stillness, then you gain the benefits of
an identify spell cast on that item. You also might learn some associated lore about the
examined item. Make a History Check as if you were Proficient (Specialized if you are already
Proficient) and consult the table below:
DC10 - General information about the item - ‘This signet ring belonged to a powerful member of
the Court of Neverwinter’
DC14 - Specific information regarding the item - ‘This signet ring belonged to Duke Alimno of
the Court of Neverwinter’
DC18 - Important details regarding the item - ‘Any document with a wax seal impressed by this
signet ring would carry the full weight and authority that Alimno wielded in life though he is dead’
DC22 - The items full history - ‘The signet ring was given to Alimno by Archduke Halick the
Empyrean of Waterdeep who was Alimno’s lover and would do anything for his memory!’
*Séance - 4 PPs - 10 Minutes of Concentration - 10’ Range - You hold a séance within 10’ of
a creature’s undead remains summoning forth a psychic ectoplasm that coalesces in the air as
a vague resemblance of the creature in life. This Ritual takes 10 minutes, but can be shortened
by 1 minute for each ally who takes part in it, to a minimum of 1 minute. Once summoned you
can ask the corpse up to five questions. The corpse knows only what it knew in life, including
the languages it knew. Answers are oftentimes brief, cryptic, or repetitive, but the corpse is
under a compulsion to try and offer a truthful answer. This spell doesn't return the creature's
soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't
comprehend anything that has happened since it died, and can't speculate about future events
*Psychic Speech - 4 PPs - Action - 1 Hour Duration - As an Action you attune your mind to
the psychic imprint of all language. For a 1x hour Duration, no concentration necessary, you
gain the ability to understand any language you hear or attempt to read. In addition, when you
speak, all creatures that can understand a language understand what you say, regardless of
what language you use
*Borrowed Eyes - 7 PPs - Action - 120’ Range -
Concentration up to 1 hour - As an Action you can
attempt to see and hear through the eyes and ears of
another. First you must select a target within Range and
then that target must make a Charisma Save to contest
your will. If the creature fails it is unaware of your attempt
and you can look and hear through it until Concentration is
broken. If it succeeds it becomes aware of the attempt at
psychic intrusion. Once the connection is established range
doesn’t matter so long as the target remains on the same
plane of existence. You cannot see through your own eyes
or ears while observing through the target’s. You can switch
back and forth between your own senses and that of the
target as a Bonus Action. Any creature with Truesight sees
a luminous, intangible orb about the size of a fist on the
target's forehead while the ability is functioning
Precognition
By analyzing information around you, from subtle hints to seemingly disconnected facts, you
learn to weave a string of probabilities in an instant that give you extraordinary insights
Psychic Focus: While focused on this discipline you constantly mumble equations and
possibilities to yourself, making normal conversation impossible, and you have Advantage on
Initiative rolls
*Precognitive Strike - 1-10 PPs - Bonus Action - As a Bonus Action you can look far enough
into the future to land an unerring strike, placing your weapon where the target will be. Add +1 to
your next to hit roll for each PP spent this way. You must declare before rolling the To Hit die
*Precognitive Hunch - 2 PPs - Bonus Action - Concentration up to 5 Rounds - As a Bonus
Action you open yourself up to receive momentary insights that improve your odds of success;
until your Concentration ends whenever you make an attack roll, a Saving Throw, or an Ability
Check, you roll a D4 and add it to the total
*All-Around Sight - 3 PPs - Reaction - As a Reaction in response to an attack hitting you, you
can impose Disadvantage on that same attack roll, possibly causing it to miss. You can declare
after the attack successfully hits
*Danger Sense - 5 PPs - Action - Concentration up to 8 Hours - As an action, you create a
psychic model of reality in your mind and set it to show you a few seconds into the future. Until
your Concentration ends you can’t be Surprised, attack rolls against you can’t gain Advantage
and you gain a +5 bonus to Initiative rolls
*I’ve Seen This Battle Play Out Already and We Win - 7
PPs - Reaction - As a Reaction when you roll initiative, you
can use this ability to grant yourself and up to five creatures
of your choice within 60’ of you a +10 bonus to their
Initiative rolls
*Alternate Timeline - 9 PPs - Reaction - You see time
unfolding in front of you, and you don’t like what you see,
not one bit, and you want a do over! As a Reaction you can
use this ability to stop and reverse time a half-a-second,
allowing whatever event you halted to happen again,
hopefully with better results.This allows for a reroll of
whatever Action you interfered with, whether it be an attack,
an Ability Check, A Saving Throw etc etc etc
Psionic Restoration
You wield psionic energies to revitalize and heal others and yourself
Psychic Focus: While focused on this discipline you
glow with a faint golden light, shedding dim light out to
30’, and you gain an amount of Temporary HPs equal
to your Intelligence Bonus at the beginning of each of
your Turns
*Take a Moment - 1-6 PPs - Action - As an Action you
can center yourself and restore 1x size to your Psionic
Talent Die per each PP spent this way
*Mend Wounds - 1-10 PPs - Action - As an Action you
can touch one creature and and restore 1D8 HPs for
each PP spent this way. This ability has no effect on
Undead or Constructs
*Restore Life - 2 PPs - Action - As an Action you can
touch one creature currently on Death’s Doorstep and
restore it to life with 1 HP
*Restore Health - 4 PPs - Action - As an Action you
can touch one creature and remove one of the following
conditions from it: Blinded - Deafened - Paralyzed -
Poisoned. Alternatively you can remove a Disease from
one creature
*Healing Blanket - 5 PPs - Bonus Action - As a Bonus Action you can radiate out a restorative
wave centered upon yourself. Up to 6x allies that you wish to effect in a 30’ radius receive 1D8
HPs. This ability has no effect on Undead or Constructs
*Restore Vigor - 7 PPs - Action - As an Action you can touch one creature restoring 20 HPs
and removing one of the following: Any reductions to its Ability scores - One effect that reduces
its HP Maximum - 1x level of Exhaustion
Psychic Assault
You wield your mind like a weapon, unleashing salvos of pure psionic energy that tear apart
your enemy’s mind
Psychic Focus: While focused on this discipline your mind
produces a high pitched, irritating ringing noise, that can be
heard like an annoying mosquito by anyone in a 100’ radius
and you gain a +1 bonus to Damage rolls with telekinetic
Psionic Talents that deal Damage
*Psionic Blast - 1-10 PPs - Action - 90’ Range - As an
Action make a ranged Psychic Discipline attack on a target
within a 90’ Range. On a successful hit the target takes 1d8
Psychic Damage per PP spent this way.
*Mind Spike - 2 PPs - Action - 90’ Range -You drive a
disorienting spike of psychic energy into the mind of one
creature you can see within range. The target must make an
Intelligence Saving Throw. On a failed save the target takes
2d6 psychic damage, and the first time it makes another
Saving Throw before the end of your next Turn, it must roll a
D4 and subtract the number rolled from the save
*Ego Whip - 3 PPs - Action - 90’ Range - As an Action
choose one creature within Range. The target must make a Charisma Saving Throw as it
contests your willpower. On a failed save the creature takes
3d8 psychic damage and is filled with self-doubt, leaving it
able to use its Action on its next turn only to take the Dodge,
Disengage, or Hide action. On a successful Saving Throw it
takes half as much damage and suffers no ill effects
*Id Insinuation - 5 PPs - Action - 90’ Range - As an Action
choose one creature you can see within 90’ of you. The
target must make a Charisma Saving Throw as it contests
your willpower. On a failed save the creature takes 5d8
Psychic Damage and it goes into a fury as its id runs
rampant. On its next turn it only gets its Action and
Movement and it must use its Action for a melee Attack if
possible. If no enemy is in range however, then it uses the
Dash Action to close range. On a successful save it takes
half as much damage and suffers no ill effects
*Psychic Wave - 6 PPs - Action - 60’ Cone Range - As an
Action you unleash a devastating cone of pure psychic
energy with a 60’ Range. Each creature in that area must
make an Intelligence saving throw, taking 8d8 Psychic
Damage on a failed save, or half as much damage on a
successful one
*Psychic Crush - 7 PPs - Action - 90’ Range - As an Action you create a 20-foot cube of
psychic energy within 90’ of you. Each creature in that area must make an Intelligence Saving
Throw. On a failed save, a target takes 8d8 Psychic Damage and is Stunned by crippling
psychic pressure until the beginning of your next Turn. On a successful save a target takes half
as much damage and suffers no ill effects
Telepathic Contact
Your Telepathy is a power unto itself and you can use it to communicate more effectively and
even influence the minds of others you contact
Psychic Focus: While focused on this discipline you must keep at least one free hand up to
your forehead or temple at all times, like an antenna of sorts, this means that you cannot wield
two weapons - two-handed weapons - etc, and creatures with whom you communicate
Telepathically (per your 1st level Ability) gain the ability to communicate back with you
*Telepathic Intrusion - 2 PPs - Action - 30’
Range - Concentration up to 1 Minute - As an
Action you can attempt to read the thoughts of a
creature. Each Turn until your Concentration ends
you can focus your mind on any one creature that
you can see within 30 feet of you.
You initially learn the surface thoughts of the
creature - what is most on its mind in that moment.
The next Turn, as a further Action, you can attempt
to probe deeper into the creature’s mind. If you
probe deeper, the target must make a Wisdom
Saving Throw. If it fails, you gain insight into its
reasoning (if any), its emotional state, and
something that looms large in its mind (such as
something it worries over, loves, or hates). If it
succeeds, the spell ends. Either way, the target
knows that something is probing into its mind and
can use its Action on its Turn to make a contested
Intelligence Check; if it succeeds, the spell ends.
You can continue to try and bore down deeper and
deeper each turn, with the target gaining a +1 to
their Intelligence Check for each Round after the
2nd, and the information further revealed up to the
DM’s discretion
*These Are Not Your Droids - 2 PPs - Action - 30’ Range - Duration of 5 Minutes - No
matter how ridiculous your statement, you use telepathy to make it g*d’s own truth in your
target’s mind. As an Action you target one non-hostile creature you can communicate with
physically and via telepathy. The target must make an Intelligence Saving Throw. On a failed
save the target believes one spoken statement of your choice for the next 5 minutes. This is a
statement and not a command, i.e., ‘These are not your droids’ - ‘I’m a fellow traveler’ - ‘The
building is on fire’ etc etc etc. The statement can be up to ten words long, and it must describe
you or a creature or an object the target can see. On a successful save, the target is unaffected,
and you can’t use this ability on it again until you finish a Long Rest. A creature is immune to
this ability if it is immune to being charmed
*Telepathic Link - 3 PPs - Bonus Action - Duration of 10 Minutes - As a Bonus Action you
forge a telepathic link among up to 6x willing creatures of your choice psychically linking each
creature to all the others until the 10x minute duration ends (or you can choose to end it at any
time for no cost). The targets can communicate telepathically through the bond whether or not
they have a common language. The communication is possible over any distance, though it
cannot extend to other planes of existence
*Puppet Strings - 4 PPs - Action - 60’ Range - As an Action you target one creature you can
communicate with via telepathy within Range. The target must make an Intelligence Saving
Throw. On a failed save, you choose the target’s Movement and Action on its next turn. It’s
actions are limited to: Attack - Dash - Disengage - Dodge - Help - Use an Object. On a
successful save, the target is unaffected, and you can’t use this ability on it again until you finish
a Long Rest. The creature is absolutely aware of the fact that it is being controlled and might
react poorly once it is free from control. A creature is immune to this ability if it is immune to
being charmed
*Psychic Grip - 5 PPs - Action - 60’ Range - Concentration up to 1 Minute - As an Action
you target 1x creature you can communicate with via Telepathy within Range. The target must
succeed on an Intelligence Saving Throw or it is Paralyzed until your concentration ends. At the
end of each of its turns, it can repeat the Saving Throw. On a success, this effect ends
*Psychic Domination - 7 PPs - Action - 60’ Range - Concentration up to 1 Minute - As an
action you target 1x creature within Range. The target must succeed on an Intelligence Saving
Throw, or you choose the creature’s Actions and Movements on its Turn until your
Concentration ends. At the end of each of its turn the target can repeat its Saving Throw ending
the effect on a success. A creature is immune to this ability if it is immune to being charmed
*Not How I Remember It - 8 PPs - Action - 60’ Range - Concentration up to 1 Minute - You
attempt to reshape another creature’s memories. You can target 1x creature with whom you can
communicate with via telepathy within Range. The creature has to make an Intelligence Saving
Throw. If you are fighting the creature, it has advantage on the Saving Throw. On a failed save,
the target becomes Charmed by you for the duration. The Charmed target is incapacitated and
unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by
another spell, this spell ends, and none of the target’s memories are modified. While this charm
lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours
and that lasted no more than 10 minutes. You can permanently eliminate all memory of the
event, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how
its memories are affected, and it must be able
to understand your language for the modified
memories to take root. Its mind fills in any gaps
in the details of your description. If the spell
ends before you have finished describing the
modified memories, the creature’s memory isn’t
altered. Otherwise, the modified memories take
hold when the spell ends. A modified memory
doesn’t necessarily affect how a creature
behaves, particularly if the memory contradicts
the creature’s natural inclinations, alignment, or
beliefs. An illogical modified memory, such as
implanting a memory of how much the creature
enjoyed dousing itself in acid, is dismissed,
perhaps as a bad dream. The DM might deem
a modified memory too nonsensical to affect a
creature in a significant manner. A Remove
Curse or Greater Restoration spell cast on the
target restores the creature’s true memory
Third Eye
You create a third, psychic eye in your mind, which you cast out into the world allowing you to
see auras and much more, greatly enhancing your senses
Psychic Focus: While focused on this discipline your eyes roll into the back of your head and
you have Advantage on Perception Checks (you continue to see as normal despite the fact)
*Assess Foe - 2 PPs - Bonus Action - As a Bonus Action you
analyze the aura of a single creature within sight and learn its
current HPs as well as any Immunities, Resistances and
Vulnerabilities
*Read Moods - 2 PPs - Bonus Action - As a Bonus Action
you can learn a one-word summary regarding the emotional
state of up to 6x creatures within sight, i.e., Happy - Confused -
Angry - Violent - etc
*VIew True Selves - 3 PPs - Bonus Action - Duration of 1
Hour - As a Bonus Action you can study 1x creature’s aura
within sight, giving you all of the information of the above 2x
abilities, plus whether it is under the influence of any magical or
psychic effects. While this ability lasts you have Advantage on
any Insight or Charisma based Skill Checks made against the
creature until you lose Concentration
*Tremorsense - 3 PPs - Bonus Action - 60’ Range - Duration of 1 Hour - As a Bonus Action
you gain Tremorsense and so are sensitive to vibrations in the ground and can automatically
pinpoint the location of anything that is in contact with the ground and within range. You must
yourself remain in contact with the ground, and the creatures must be moving in order for this
ability to work. As long as the other creatures are taking physical actions, including casting
spells with somatic components, they’re considered moving. This ability lasts until the 1x hour
duration ends (or you can choose to end it at any time for no cost)
*Zone of Truth - 4 PPs - Action - 60’ Range - 15’ Sphere - Concentration up to 10 Minutes-
As an Action you create a psychic zone that guards against deception in a 15-foot-radius sphere
centered on a point of your choice within range. Until your Concentration ends any creature that
enters the area for the first time on a turn or starts its turn there glows a deep red aura when it
lies. This aura is only visible to you
*X-Ray Spex - 5 PPs - Action - Concentration up to 1 Minute - As an Action you gain the
ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until
your Concentration ends
*Truesight - 7 PPs - Bonus Action - Range 120’ - Duration of 1 Hour - As a Bonus Action
you gain the ability to see things as they actually are. For the duration you are imbued with
Truesight, you can also see secret doors, even those hidden by magic, and you can see into the
Ethereal Plane. These abilities extend out to a Range of 120’ and lasts until the 1x hour duration
ends (or you can choose to end it at any time for no cost)
Transubstantiation
You can alter substance into pure mind and spirit, granting yourself immateriality and even
access into the far realms of pure energy and idea
Psychic Focus: While focused on this discipline your very physical form seems to flicker
moment to moment in and out of existence and you gain a +1 bonus to AC
*Insubstantial Weapon - 1-10 PPs - Bonus Action - You cause a weapon (or ammunition in
the case of a ranged weapon) in your hand to pass in and out of materiality for a snap second
so that it passes through armor or hide as easily as butter. For each 2x PPs spent this way add
+1 to your To Hit roll. If you hit, you can choose to leave your weapon lodged deeply where it
struck, and the target incurs an automatic weapon Damage roll each turn thereafter unless he
spends an Action pulling the weapon out. If you leave a weapon behind it is, of course,
unavailable to you. You must declare before the attack
*Intangible Body - 2 PPs - Reaction - As a Reaction you can quickly fade from existence even
as your opponent’s weapon strikes, giving yourself a momentary +5 bonus to AC against that
attack and that attack only
*Flash Transport - 3 PPs - Bonus Action - 30’ Range - As a Bonus Action you become pure
luminous spirit for an instant and flash across the battlefield, teleporting up to 30’ to an
unoccupied space that you can see. While, even briefly, in spirit form you shed light like a bright
lantern - radiating bright light for 30’ and dim light for an additional 30’
*Phasing Form - 4 PPs - Bonus Action - Concentration up to 1 Minute - As a Bonus Action
your body shifts in and out of the Prime Material Plane becoming blurred, shifting and wavering
to all who can see you. For the duration, any creature has Disadvantage on attack rolls against
you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see
through illusions, as with truesight
*Luminous Body - 5 PPs - Bonus Action - Concentration up to 10 Minutes - As an Action
you transform into a cloud of pure luminous mind and spirit. While in this form your only method
of movement is a flying speed of 20’, you can enter and occupy and pass through the space of
another creature without penalty, and you gain Resistance to all non-magical damage. You are
Immune to the Prone condition. You gain Advantage on Strength, Dexterity, and Constitution
saving throws. You can pass through small holes, narrow openings, and even mere cracks. You
can't fall and remain hovering in the air even when stunned or otherwise incapacitated. While in
this form you cannot talk or manipulate objects, nor can you attack or cast spells. It requires
another Bonus Action to resume physical form. While, even briefly, in spirit form you shed light
like a bright lantern - radiating bright light for 30’ and dim light for an additional 30’
*Arc Light - 7 PPs - Action - 500’ Range - As an Action you transform into pure mind and spirit
and jump like an arc light spanning the gap from your current location to any other spot within
range. You arrive at exactly the spot desired. It can be a place you can see, one you can
visualize, or one you can describe by stating distance and direction, such as ‘200 feet straight
downward’ or ‘upward to the northwest at a 45-degree angle, 300 feet.’
You can bring along objects as long as their weight doesn't exceed what you can carry. You can
also bring one willing creature of your size or smaller who is carrying gear up to its carrying
capacity. The creature must be within 5 feet of you when you transform. If you would arrive in a
place already occupied by an object or a creature, you and any creature traveling with you each
take 4d6 force damage and move 5’ to the side or otherwise the jump fails. While, even briefly,
in spirit form you shed light like a bright lantern - radiating bright light for 30’ and dim light for an
additional 30’
Psionic Feats
A list of available Feats specific to the Duergar Psyker
:
*Adamantium Mind
Your mind constantly resides inside a mental fortress of adamant will.
*Your Intelligence Ability Score increases by +1
*You gain Advantage on Concentration checks
You tap deeper into your psionic potential drawing out a new Power.
*Your Intelligence Ability Score increases by +1
*You can also select 1x Power from a Psionic Discipline that you have not yet mastered. You
cannot select a Power that you already know, or one that requires a Psionic Limit greater than
that which is currently available to you
*Kinetic Slam
*Mind Devourer
You are a psychic leech. Whenever a creature within 10’ of
you that had an Intelligence Ability Score of 6 or higher dies,
you can expend your Reaction to draw in its psionic power.
*Regaining 1d4 hit points plus its Intelligence Ability Modifier
*Regaining Psionic Points equal to its Intelligence Ability
Modifier
*Mind Over Matter
*Psionic Cannon
You are particularly adept at channeling your psychic energies into instruments of Ranged
Damage
*If your Psionic Talent Die is available and you use a Ranged power that deals Damage by
rolling dice, you can channel additional psionic energy allowing you to roll your current Psionic
Talent Die and add the number rolled to the total
*If your Psionic Talent Die is available and you use a Ranged power that deals Damage by
rolling dice, you can use psionic energy to shape the ability, making it more potent. When this is
done, you can choose to reroll any number of those dice one time each. When you do so, your
Psionic Talent Die decreases by one die size. You can declare after the Damage dice are rolled
*If your Psionic Talent Die is available and you use a Ranged power that deals Damage if a
target fails a Saving Throw, you can use psionic energy to shape the ability, making it more
potent. When this is done, you can choose to roll your current Psionic Talent Die against the
Saving Throw Roll, subtracting the number rolled. When you do so, your Psionic Talent Die
decreases by one die size. You can declare after the Saving Throw is rolled
*Psionic Healer
You are particularly adept at channeling your psychic energies to heal others and yourself.
*If your Psionic Talent Die is available and you use a power that restores HPs by rolling dice,
you can channel additional psionic energy allowing you to roll your current Psionic Talent Die
and add the number rolled to the total
*If your Psionic Talent Die is available and you use a power that restores HPs by rolling dice,
you can use psionic energy to shape the ability, making it more potent. When this is done, you
can choose to reroll any number of those dice one time each. When you do so, your Psionic
Talent Die decreases by one die size. You can declare after the healing dice are rolled
*Shared Minds
You can share the burden of your mind with another willing subject. While touching the two of
you must perform a 10 minute psychic ritual in order to bond. The bond lasts until your next
Long Rest. Once bonded:
*Yourself and the subject can communicate as if via the ‘Message’ cantrip though no V-S-M
components are required
*You gain Advantage on Concentration checks so long as the subject is within Range (120’) and
not themselves Concentrating already
*You may Concentrate on up to 2x things at once so long as the subject is within Range (120’)
and not themselves Concentrating already
*You and the subject share all Psychic Damage received, and can possibly share the ill effects
of any spell or Condition requiring a Wisdom - Charisma or Intelligence Saving Throw so long as
the subject is within Range (120’). Note - you each get to make saves separate of one another
*Sixth Sense
You cannot explain it, but you have an innate understanding of how to move and where to stand
in order to have the world fall in your favor. As long as you are conscious you can substitute
your Intelligence Ability Score Modifier in place of your Dexterity Ability Score Modifier in these
circumstances. Note - This is Intelligence in lieu of Dexterity not in addition to:
*Dexterity Saving Throws
*Initiative rolls
*To figure your AC
EXAMPLES OF DUERGAR PSYKERS