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The Immortal

the Immortal Archetype uses psionic energy to augment and modify the physical form.
Followers of this order are known as Immortals. They use psionic energy to modify their
bodies, strengthening them against attacks and turning themselves into living weapons.

Their mastery of the physical form grants them their name, as Immortals are notoriously
difficult to kill.

Immortal Mind 1st level


Starting at 1st level, while you aren't wearing armor or wielding a shield, your base AC
equals 10 + your Constitution modifier + your Intelligence modifier.

Immortal Spells 1st level


You learn additional spells when you reach certain levels in this class, as shown on the
Immortal Spells table. Each of these spells counts as a Psion spell for you, but it doesn't
count against the number of Psion spells you know.

Whenever you gain a Psion level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be a necromancy or transmutation
spell from the cleric, druid, paladin, or psion spell list.

Psion Level Spells


1st False Life, Inflict Wounds, Primal Savagery
3rd Enhance Ability, Spider Climb
5th Life Transference, Revivify
7th Guardian of Nature, Polymorph
9th Enervation, Reincarnate

Immortal Focus 3rd level


You learn two Psychic Focuses and gain more as you improve them at later levels, which are
specific to The Immortal as listed below. You can use your bonus action to start or change
your focus to a chosen psychic focus. Whenever you complete a long rest, you can
exchange your psychic focuses for different avatar focuses of your choice. Your focus ends if
you become incapacitated.

Each focus has a benefit only granted while it is being focused on, as detailed below:

● Adaptive Body. While focused, you don't need to eat, breathe, or sleep. To gain the
benefits of a long rest, you can spend 8 hours engaged in light activity, rather than
sleeping during any of it.
● Bestial Form. While focused, you have advantage on Wisdom (Animal Handling)
checks.
● Brute Force. While focused, you have advantage on Strength (Athletics) checks.
● Celerity. While focused, your walking speed increases by 10 feet.
● Corrosive Metabolism. While focused, you have resistance to acid or poison damage.
● Diminution. While focused, you have advantage on Dexterity (Stealth) checks.
● Giant Growth. While focused, your reach increases by 5 feet.
● Iron Durability. While focused, you Gain +1 AC
● Psionic Restoration. While focused, you can use a bonus action to touch a creature
that has 0 hit points and stabilize it.
● Psionic Weapon. While focused, choose one weapon you're holding or your unarmed
strike. When you attack with it while focused on this discipline, its damage is psychic
and magical, rather than its normal damage type. Until you reach 6th level as a
Psion, you don't add your Strength or Dexterity modifier to the psychic attack's
damage rolls.

Improved Immortal Focus 6th level


Starting at 6th level, you gain another Psychic Focus, and you can prematurely end your
psychic focus (no action required) to gain a benefit as described below. Once you end a
focus in this way, you can't focus on it again until you finish a short or long rest.

● Adaptive Body. You gain resistance to acid, cold, fire, lightning, and thunder damage
until the end of your next turn.
● Bestial Form. Until you focus on another psychic focus or start a short or long rest,
you can see invisible creatures and objects within 10 feet of you, even if you are
blinded.
● Brute Force. You gain a +5 bonus to Strength checks and saving throws until the end
of your next turn.
● Celerity. Your walking speed increases by 30 feet until the end of the current turn. If
you have another form of movement speed, this increase applies to those speeds as
well.
● Corrosive Metabolism. One creature that you can see within 30 feet of you must
make a Constitution saving throw. On a failed save, it takes 3d6 poison damage and
is poisoned until the end of your next turn. On a successful save, the target takes half
as much damage and isn't poisoned.
● Diminution. You shift to an incredibly small size and then suddenly return to normal,
sending an opponent flying backward. Choose one creature you can see within 5 feet
of you. It must succeed on a Strength saving throw or be knocked prone.
● Giant Growth. You gain 10 temporary hit points. In addition, until the end of your next
turn, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit,
and your reach increases by 5 feet. If you're smaller than Large, you also become
Large until the end of your next turn.
● Iron Durability. You gain resistance to bludgeoning, piercing, and slashing damage
until the end of your next turn.
● Psionic Restoration. You regain 3d8 hit points.
● Psionic Weapon. The next time you hit with a weapon attack before the end of your
next turn, the weapon deals an additional 3d10 psychic damage.

Superior Immortal Focus 14th level


Starting at 14th level, you gain another Psychic Focus as normal, and your psychic focuses
improve. Whenever you start focusing on a psychic focus, you can expend 5 psi points to
gain a benefit as described below:

● Adaptive Body. While you retain focus, you have resistance to your choice of acid,
cold, fire, lightning, or thunder damage. You can use your action to change the
damage type.
● Bestial Form. While you retain focus, wings sprout from your back, and you gain a
flying speed equal to your walking speed.
● Brute Force. The first attack that you make that hits while you retain focus deals an
additional 5d6 damage of the same type. This extra damage is magical, even if the
modified damage isn't.
● Celerity. While you retain focus, you can use your bonus action to take the Dash
action or make one weapon attack.
● Corrosive Metabolism. When you first begin focusing, you exhale a wave of acid in a
60-foot line that is 5 feet wide. Each creature in the line must make a Constitution
saving throw, taking 6d6 acid damage on a failed save, or half as much on a
successful one.
● Diminution. While you retain focus, you can freely control your size as a bonus
action, changing between Tiny, Small, Medium, and your normal size.
● Giant Growth. When you first begin focusing, you gain 20 temporary hit points. In
addition, while you retain focus, your melee weapon attacks deal an extra 1d6
bludgeoning damage on a hit, and your reach increases by 10 feet. If you're smaller
than Huge, you also become Huge for the duration.
● Iron Durability. While you retain focus, you gain a +5 bonus to your AC. Each time
you are hit by an attack, the bonus decreases by 1 until it reaches 0.
● Psionic Restoration. When you first begin focusing, you can remove a level of
exhaustion from yourself or any of the following conditions: blinded, deafened,
paralyzed, or poisoned.
● Psionic Weapon. When you first begin focusing, choose a type of weapon. While you
retain focus, you have a +3 bonus to attack and damage rolls made with that type of
weapon.

The Soul Knife


the Soul Knife sacrifices the breadth of knowledge other Psions gain to focus on a specific
psionic technique. These Psions learn to manifest a deadly weapon of pure psychic energy
that they can use to cleave through foes.

Soul knives vary widely in their approach to this path. Some follow it out of a desire to
achieve martial perfection. Others are ruthless assassins who seek to become the perfect
killer.

Martial Training
At 1st level, you gain proficiency with medium armor and martial weapons.

Soul Knives 1st level


Starting at 1st level, you gain the ability to manifest a blade of psychic energy, which counts
as a martial weapon. As a bonus action, you create scintillating knives of energy that project
from or inside both of your fists. You can't hold anything in your hands while manifesting
these blades. You can dismiss them as a bonus action.

For you, a soul knife is a martial melee weapon with light and thrown (60/120) properties. it
has a d6 Magical Psychic damage die and uses your Intelligence modifier for attack and
damage rolls. Additionally, you suffer no penalty when using two-weapon fighting with the
soul knives.

As a reaction, you can use the blades to parry; you gain a +2 bonus to AC until the start of
your next turn or until you are incapacitated. You also gain this bonus to AC when you take
the Dodge action while you have one or more soul knives equipped.

Hone the Blade 3rd level


Starting at 3rd level, you can spend psi points to augment your soul knife's attack rolls and
damage. You gain a bonus to attack and damage rolls with your soul knives depending on
the number of psi points spent, as shown on the table below. This bonus lasts for 10
minutes.

Psi Points Spent Attack and Damage Bonus


2 +1
4 +2
6 +3

Extra Attack 6th level


Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack
action with your Soul Knives on your turn.

This increases again to three times at 14th level.

Lethal Strike 6th level


Starting at 6th level, whenever you hit with a weapon attack, you can expend 1-3 psi points.
If you do, then it deals an extra 1d6 psychic damage for every Psi point you expend.

Phantom Knife 14th level


Starting at 14th level, you can make an attack that phases through most defenses. As an
action, you can make one attack with your soul knife. Treat the target's AC as 10 against this
attack, unless its AC was already lower. Creatures that add their Intelligence modifier to their
AC still benefit from such a bonus.

The Nomad
Nomads keep their minds in a strange, rarified state. They seek to accumulate as much
knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek
the underlying structure of all things. At the same time, they perceive a bizarre, living web of
knowledge they call the noosphere.

Nomads, as their name, indicate delight in travel, exploration, and discovery. They desire to
accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can
become an obsession for them.

Effortless Journey 1st level


Starting at 1st level, your mind can psychically move your body. Once on each of your turns,
you can forfeit up to your movement (if you have multiple movement options you can only
pick one and you can’t use any other options) to teleport the distance you forfeited. When
you do so, you teleport to an unoccupied space you can see.

Nomad Spells 1st level


You learn additional spells when you reach certain levels in this class, as shown on the
Nomad Spells table. Each of these spells counts as a Psion spell for you, but it doesn't count
against the number of Psion spells you know.

Whenever you gain a Psion level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be a divination or conjuration spell
from the druid, Psion, sorcerer, or wizard spell list.

Psion Level Spells


1st Guidance, Hail of Thorns, Identify
3rd Mind Spike, Misty Step
5th Conjure Barrage, Tongues
7th Arcane Eye, Dimension Door
9th Far Step, Steel Wind Strike

Nomadic Anchor 3rd level


Starting at 3rd level, you can set anchors to return to with your teleportation. As an action,
you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within
120 feet of you. The anchor lasts for 8 hours or until you use this feature again. Whenever
you cast an ability that teleports you, you can instead teleport to the anchor, even if you can't
see it. you can use this ability a number of times equal to your Intelligence modifier, it
recharges on a long rest

Superior Teleportation 3rd level


At 3rd level, you gain a superior talent for teleportation. When you use a spell of 1st level or
higher to teleport any distance, you can increase that distance by up to a number of feet
equal to 5 times your Intelligence modifier (minimum of 5 feet).

Memory of One Thousand Steps 6th level


At 6th level, you gain the ability to use psionics to recall your steps. As a reaction when you
are hit by an attack or targeted by an AOE spell or effect, you can expend 5 Psi points to
teleport to an unoccupied space that you occupied since the start of your last turn, and the
attack misses you, if the targeted AOE spell or effect is still in your range you can make the
saving throw with advantage instead.

Breadth of Knowledge
At 14th level, you gain the ability to extend your knowledge. When you finish a long rest, you
gain five proficiencies of your choice: These can be weapons, Skills, Tools proficiencies, or
languages. This benefit lasts until you finish a long rest.

Alternatively, you may gain the ability to have proficiency in all saving throws instead.

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