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Play as a monster from 1st to 20th level, with thematic

class features, rollable tables, and immersive lore.


Featuring the Mind Lord, Eye Tyrant and Serpentfolk.
Credits
Lead Designer & Writer
Fermin Caballero
https://www.youtube.com/mrrhexx

Editor | Additional Design & Writing


Gavin Wadsworth
Art Direction | Graphic Design
Dave H. Newkirk II
https://www.instagram.com/dnew2photo

Cover Art
David Chen
https://www.davidchengallery.com

Interior Art
Dominika Denes
https://www.instagram.com/fankiiiart

First Printing: July 2023


Product ID: MC4 v1.0
©2023 MrRhexx Gaming. All Rights Reserved.
MrRhexx Games, Monster Classes 4 and design
are trademarks of Fermin Caballero.

Table of Contents
Introduction..................................3
Mind Lord.....................................4
Features.......................................... 7
Psionic Disciplines.................... 11
Extra Psionic Spells..................22
Eye Tyrant.................................. 25
Features........................................28
Eye Rays.......................................33
Serpentfolk................................ 35
Features........................................38
Ophidian Breeds........................ 41
Craftable Poisons.......................44
Introduction
N
o fantasy story is ever complete until the hero Many of the monsters presented under Monster
slays the beast. From the dragon that lairs far Classes possess peculiar abilities that break apart
above the mountain, to the fiery demon that typical 5e class design. That is of course because they
slumbers deep below the earth. Monsters are monsters! It wouldn’t have been right to design a
allow us, the players, to have a villain to vanquish. ghost without granting it the ability to move through
An obstacle to overcome. A thing to fear. But not all walls, or a familiar that can fight without the assistance
monsters need to be the enemy. of its summoner. Many of the classes presented here
share the unique eccentricities of the creature from
From treants rising in the forest to fight the orcs
which they are inspired. After all, you are here to
to the vampire that hunts those of its own kind,
play the monster, not some pale imitation that lacks
any creature has the potential to become the main
the abilities which makes the former interesting in
character of a story.
the first place.
Monster Classes offer you the ability to play as
Lastly, be mindful that none of these Monster Classes
monsters. Some, like the treant and the familiar
are balanced for multiclassing. Because they have been
function as both your race and your class, while
designed often with peculiar features that break the
others like the vampire function primarily as a class
mold, there are certain combinations of monsters and
but influence some of your racial features. Included
classes that have the potential to break the game, or
here is lore, character creation assistance, and all the
even weaken your character. However, if you do wish
necessary features for you to level up your monster all
to multiclass regardless, then know you may not gain
the way to 20th level.
levels in any Monster Class unless you are that monster
Do not ever feel chained to the alignment or the lore and possess its accompanying racial traits.
that these monsters possess. They are merely there
Thank you so much for your endless support.
as guidance for you to understand where the monster
—Fermin Caballero (MrRhexx)
comes from, or how others may perceive it; but you are
the ultimate arbiter of how your character will behave.
You are free to use or discard any of it as you see fit.
Mind Lord
M
ind lords, also known as ceremorphs, are
sinister beings that live in subterranean
networks of caverns and tunnels. These
malevolent, psychic creatures feast on the
brains of sentient beings and seek to dominate lesser
races through mind control and enslavement. With
their squid-like heads and disturbing, alien intelligence,
mind lords are a terrifying force to be reckoned with.

Aberrant Origins
Mind lords are believed to have originated from another
plane, with some legends suggesting they once led a
powerful empire that spanned the cosmos. Over time,
their empire crumbled, leaving them stranded in the
deep and forgotten places of the universe, where they
adapted and thrived in the darkness. As a result, mind
lords are often found in remote and isolated regions,
working in secret to expand their influence and rebuild
their lost empire.
Mind lords have humanoid bodies, but their heads
resemble those of squids or octopuses, with many
tentacles surrounding a circular tooth-filled maw. Their
skin is typically mauve or purplish-blue, and is covered
in a slimy mucus. An adult mind lord stands between 6
and 7 feet tall, with a slender build. Their eyes are pale
white and devoid of pupils, and they possess incredible
psychic powers.

Enslaved Slavers
Mind lord society is built around the Prime Cerebrum,
a massive brain that holds the collective consciousness
of hundreds of thousands of deceased mind lords.
The Prime Cerebrum resides in a brine pool and
communicates telepathically with its ceremorph
subjects, guiding and controlling the community. Mind
lords are organized into colonies, with each individual
working towards the goals of the colony and the will of
the Prime Cerebrum that controls it.

CHAPTER 1 | Mind lord 4


Mind lords do not worship gods in the traditional
sense, instead revering the Prime Cerebrum as a Unexpected Thrall
near-divine entity. Some colonies may pay homage
Mind lords typically perceive other beings as inferior,
to deities of psionics, knowledge, or domination, but frequently attempting to subjugate and coerce them
the Prime Cerebrum remains the ultimate authority into servitude. However, on occasion, a mind lord may
in their society. encounter individuals who are either too valuable to
enslave or too formidable to dominate. The interactions
Slavers by nature, mind lords capture and enslave
between a mind lord and these exceptional beings,
other races to serve as thralls or food. They are along with the surprising consequences that may arise,
particularly interested in creatures with strong mental can serve as an excellent foundation for constructing
abilities, as they provide a more satisfying meal your character’s backstory. You may use the following
and are more easily controlled by the mind lord’s examples as starting points.
psionic abilities.
d12 Unexpected Thrall
Exiles of the Synapse 1 You once served as an advisor to a powerful ruler of a
distant land. Although your relationship ended poorly,
For a mind lord to defy its colony and the Prime you still maintain contacts within their court.
Cerebrum is an extraordinary and perilous act, as 2 Your colony was attacked and many of your kind were
they are creatures that thrive in the close-knit and taken prisoner. After a well coordinated escape, you
psionically linked society that the colony provides. The survived thanks to a fellow ceremorph. You two are
decision to leave the colony is not made lightly, as it inseparable now.
means severing the psychic bond they share with their 3 In a rare act of mercy, you spared the life of a powerful
kin, as well as the comforting presence of the Prime enemy. This decision has earned you an unexpected
Cerebrum. This connection—called the synapse—is ally and the enmity of your former colony.
both a source of power and a means of communication,
and is integral to the ceremorph’s identity. Venturing 4 You have a secret connection to a member of a rival
beyond the reach of the Prime Cerebrum is a terrifying psionic race. This bond is a source of both strength
prospect for a mind lord, as they are left vulnerable and and danger.
isolated in an unforgiving world. 5 You forged a tenuous alliance with a small settlement
of elves, trading your psionic abilities for their
Creating a Mind Lord 6
resources and knowledge.
You are indebted to a dragon who saved your life. They
It can be complicated to write a good backstory for a will call upon you one day to repay this debt.
mind lord, considering that they are very reclusive and
7 You formed a mutually beneficial relationship with a
dislike leaving their colonies. Make sure to work closely
member of an organization dedicated to eradicating
with your GM in order to figure out a good reason
aberrations, forcing you to hide your true nature
as to why you are adventuring in the first place. The from them.
following tables are designed to help you brainstorm
8 You have become a double agent, feeding information
reasons for why you are traveling the world.
to your former colony while also working with those
who seek to undermine its power.
9 You are a lone predator, preying on unsuspecting
travelers and small communities. You are known far
and wide as a mass murderer, with many who seek to
slay you.
10 You have established a hidden refuge for other
renegade ceremorphs, providing a safe haven for
those who seek to break free from the grip of their
Prime Cerebrum.
11 Your obsession with psionics has led you to
experiment with dangerous and forbidden techniques,
drawing the attention of a mysterious patron from
another dimension.
12 You are haunted by the memories of those whose
minds you have consumed. One memory in particular
feels stronger than the rest, driving you towards a
barmaid in a remote tavern.

5 CHAPTER 1 | Mind lord


Ascension from the Colony Cerebral Pursuits
Mind lords require a powerful incentive to break away Mind lords are driven by an insatiable hunger for
from their colonies. These reasons can range from the knowledge, seeking to study and develop their minds
pursuit of personal power to a desire for independence and psionic potential whenever they can. When you
or a fascination with the outside world. When creating make a mind lord, consider what type of intellectual
your mind lord, consider what drove them to abandon pursuits stimulates you the most. Everyone has their
their former life and embrace a new path. preferences, including mind lords, and the world is
filled with exciting new things for a ceremorph to study.
d12 Ascension from the Colony
1 You were tasked with a secret mission by the Prime d12 Cerebral Pursuits
Cerebrum, requiring you to learn about humans in 1 You are fascinated by the intricate workings of
order to find their greatest weakness. magical artifacts and seek to unravel the secrets
2 You accidentally stumbled upon a hidden trove of behind their construction and enchantments.
knowledge that ignited a burning curiosity about the 2 You study ancient civilizations, delving into their
deities of the overland species. histories, cultures, and ultimate fates in an effort to
3 You were exiled from your colony for defying the will understand the rise and fall of empires.
of the Prime Cerebrum, and now you seek to prove 3 You are captivated by the potential of psionics and
your worth and regain your place. devote your time to uncovering new techniques,
4 A powerful arcane spellcaster visited your colony and both for personal power and the advancement of
revealed to you the possibility of a greater synapse your kind.
beyond the confines of your psionic colony. 4 You seek to unravel the mysteries of the realms
5 You were the target of a failed assassination attempt, outside reality, hoping to harness the chaotic energy
leading you to question the loyalty of your fellow that lies beyond mortal comprehension.
ceremorphs and prompting your departure. 5 You are a collector of rare and ancient tomes,
6 The Prime Cerebrum told you of a sister colony that constantly searching for lost knowledge and
broke off thousands of years ago. To your surprise, forgotten lore.
you were tasked with finding it and destroying it. 6 You delve into the intricacies of alchemy and
7 You became disillusioned with the rigid hierarchy potion-making, seeking to master the art of
and control of the Prime Cerebrum, seeking freedom transmutation and uncover the secrets of the elusive
and independence in the wider world. philosopher’s stone.
8 Your Prime Cerebrum became sick with a mysterious 7 You are intrigued by the natural world, researching
and wasting ailment. You decided to scour the world the flora, fauna, and geological features of the
for a cure. Material Plane.
9 You once participated in a failed coup against your 8 You are driven to explore the planes of existence,
colony's Prime Cerebrum. Since then, you have seeking to understand the nature of eldritch horrors,
been a fugitive, evading your former kin and hiding and the connections between worlds.
above ground. 9 You are an investigator of unexplained phenomena,
10 You have become obsessed with learning the secrets dedicating yourself to unraveling the secrets behind
of the realms outside of reality, seeking to unlock the the greatest mysteries of the world.
power hidden within the madness that lies beyond 10 You study the languages and scripts of countless
the Material Plane. races, seeking to communicate with and understand
11 You uncovered evidence of a great conspiracy within the beings you encounter.
your colony, prompting you to flee before you could 11 You are obsessed with the creation of new life and
be silenced. the manipulation of flesh, seeking to develop your
12 You left your colony to research the ancient history own aberrant creations.
of the mind lords, hoping to uncover the truth 12 You are a connoisseur of art, music, and literature,
behind their origins and the nature of their purpose. appreciating the creative expressions of the various
races you encounter.

CHAPTER 1 | Mind lord 6


Darkvision. You gain darkvision out to a
Racial Features range of 60 feet.
The Mind Lord is both a player race and a class, so Languages. Mind lords’ mouths do not have the
you don’t choose a separate race when you choose this capability to pronounce words, only the guttural moans
class for your character. As a mind lord, you have the associated with the language of aberrations. Instead,
following racial traits: they tend to communicate using their telepathic
abilities. You can speak, read, and write Deep Speech.
Ability Score Increase. Your Intelligence score
You can understand, read, and write Common and
increases by 2, and any other ability score of your
Undercommon, but you cannot speak them.
choice increases by 1.
Creature Type. You are an Aberration. Class Features
Age. Once a mind lord is created it rapidly grows to
its adult size, though it may take a few years for its Hit points
mental maturity to catch up. Their lifespan is slightly Hit Dice: 1d8 per Mind Lord level
longer than humans, being able to comfortably live Hit Points at 1st Level: 8 + your Constitution modifier
up to 120 years. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per mind lord level after 1st
Alignment. Mind lords have strictly logical thought
patterns and don’t concern themselves with morality.
They will calculate the best course of action based on Proficiencies
the overall benefit to themselves, that will yield the least Armor: Light armor, medium armor
amount of risk. They are typically neutral evil. Weapons: Daggers, quarterstaffs
Size. Mind lords are about the same size and build as Tools: None
humans. Your size is Medium. Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, History,
Speed. Your base walking speed is 30 feet.
Insight, Intimidation, and Investigation
Thought Transference. You can share words,
images, sounds, and other sensory messages with Equipment
a creature that you can see within 100 feet of you, You start with the following equipment, in addition to
though the creature gains no special ability to be able the equipment granted by your background:
to communicate back. Alternatively, you can send the
• (a) scale mail or (b) two sets of fine clothes
same messages to all creatures within 30 feet of you.
• (a) a quarterstaff or (b) a dagger
Innate Psionics. You learn the mage hand cantrip,
• (a) a scholar’s pack or (b) a diplomat’s pack
and when you cast it using this feature, the hand is
invisible. This spell is a mind lord spell for you. • A small bag holding two pickled brains

Tentacles. The tentacles protruding from your


mouth are a natural weapon, which you can use to
make unarmed strikes that blast the enemy with
psionic pulses upon contact. If you hit with them, they
deal psychic damage equal to 1d6 + your Intelligence
modifier. Attack rolls made with your tentacles use your
Intelligence modifier rather than Strength.
Levitation. As an action, you can cause yourself to
psionically hover one foot above the ground until you
spend another action to dismiss the effect. You can
move while hovering in this way at a speed of 20 feet
per turn, but you can’t cross gaps or hover over pitfalls
that are wider than 5 feet in this way.
Mental Resistance. You have resistance to
psychic damage.

7 CHAPTER 1 | Mind lord


THE MIND LORD
– Spell Slots per Spell Level –
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Psionic Spellcasting, Innate Telekinesis 3 2 2 – – – – – – – –
2nd +2 Psionic Discipline 3 3 3 – – – – – – – –
3rd +2 Mind Blast, Mindweave 3 4 4 2 – – – – – – –
4th +2 Attribute Score Increase 4 5 4 3 – – – – – – –
5th +3 Extract Brain 4 6 4 3 2 – – – – – –
6th +3 Magic Resistance 4 7 4 3 3 – – – – – –
7th +3 Mental Focus 4 8 4 3 3 1 – – – – –
8th +3 Attribute Score Increase 4 9 4 3 3 2 – – – – –
9th +4 Mindweave improvement 4 10 4 3 3 3 1 – – – –
10th +4 Decentralized Thinking 5 11 4 3 3 3 2 – – – –
11th +4 — 5 12 4 3 3 3 2 1 – – –
12th +4 Attribute Score Increase 5 12 4 3 3 3 2 1 – – –
13th +5 — 5 13 4 3 3 3 2 1 1 – –
14th +5 Mind Fortress 5 13 4 3 3 3 2 1 1 – –
15th +5 — 5 14 4 3 3 3 2 1 1 1 –
16th +5 Attribute Score Increase 5 14 4 3 3 3 2 1 1 1 –
17th +6 — 5 15 4 3 3 3 2 1 1 1 1
18th +6 Psionic Discipline feature 5 15 4 3 3 3 3 1 1 1 1
19th +6 Attribute Score Increase 5 15 4 3 3 3 3 2 1 1 1
20th +6 Enlightenment 5 15 4 3 3 3 3 2 2 1 1

Psionic Spellcasting Spells Known of 1st Level and Higher. You know
1st-level Mind Lord feature
two 1st-level spells of your choice from the sorcerer
Your aberratic mind was born with a ravenous source spell list, each of which must come from the abjuration,
of psychic energy, which you can tap into in order to divination, enchantment, or illusion schools of magic.
produce wondrous magical effects. It is this psychic These are mind lord spells to you and are considered
energy that fuels your psionic spells. psionic spells when you cast them.
Cantrips. At 1st level, you know psychic throw and The Spells Known column of the Mind Lord table
three cantrips of your choice from the sorcerer spell shows when you learn more sorcerer spells of your
list, each of which must come from the abjuration, choice. Each of these spells must be of a level for
divination, enchantment, or illusion schools of magic. which you have spell slots, and must come from the
You learn additional sorcerer cantrips of your choice abjuration, divination, enchantment, or illusion school
at higher levels from among these schools of magic, as of magic. Once you learn them, these all become mind
shown in the Cantrips Known column of the Mind Lord lord spells to you. Instead of a sorcerer spell, you may a
table. These cantrips are mind lord spells for you. pick a spell from the Extra Psionic Spells list found at
the end of this class description.
Spell Slots. The Mind Lord table shows how many
spell slots you have to cast your mind lord spells of Additionally, when you gain a level in this class, you
1st level and higher. To cast one of these mind lord can choose one of the mind lord spells you know and
spells, you must expend a slot of the spell’s level or replace it with another spell from the sorcerer spell
higher. You regain all expended spell slots when you list, which also must be of a level for which you have
finish a long rest. spell slots and is from one of the schools of magic
you are able to learn. The spell becomes a mind
lord spell for you.

CHAPTER 1 | Mind lord 8


Spellcasting Ability. Intelligence is your spellcasting Your choice grants you features at 2nd level and again
ability for your mind lord spells, since the power of at 18th level, in addition to exclusive psionic spells at
your magic relies on your ability to control the powerful 2nd level, and again at 3rd, 5th, 7th, and 9th level.
psychic forces of your mind. You use your Intelligence
whenever a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier when
Mind Blast
setting the saving throw DC for a mind lord spell you 3rd-level Mind Lord feature
cast and when making an attack roll with one. As an action, you can spend a spell slot in order to blast
Spell save DC = 8 + your proficiency bonus creatures of your choice with powerful waves of psychic
+ your Intelligence modifier energy. The damage, area of effect, and maximum
number of affected creatures depend on the level of
Spell attack modifier = your proficiency bonus the spell slot expended, as shown in the table below.
+ your Intelligence modifier You choose which creature or creatures are targeted
Spellcasting Focus. You require no spellcasting focus within the indicated area when you use this feature.
in order to cast any mind lord spell. You only require Creatures that have an Intelligence score of 2 or lower
material components for spells which have a gold cost are immune to this feature.
associated with them. A targeted creature must make an Intelligence saving
throw. On a failed save, it takes the indicated amount of
Innate Telekinesis damage and is stunned until the end of its next turn. On
a successful save, a target takes half as much damage
1st-level Mind Lord feature
and isn’t stunned.
You can move or manipulate objects with your thoughts.
As an action, you can choose one object within 10 feet Mind Blast Table
of you that isn’t being worn or carried and weighs up Spell Psychic Maximum
to 250 pounds. You can then move it up to 20 feet in Slot Damage Targets Range
any direction, but not farther than 10 feet away from
2 3d6 1 30 feet
you. The object then remains suspended, moving with
you at the same distance from your body, until you use 3 4d6 2 Self (30-foot cone)
a bonus action to end the effect or it meets one of the 4 5d6 3 Self (60-foot cone)
following conditions: 5 6d6 4 Self (60-foot cone)
• The combined weight of all suspended objects 6 8d6 5 Self (60-foot radius)
exceeds 250 pounds. 7 10d6 6 Self (60-foot radius)
• The object takes damage. 8 12d6 7 Self (90-foot radius)
• Another creature touches the object. 9 14d6 8 Self (90-foot radius)
• You fall unconscious.
• The object is more than 10 feet away from you. Once you use this feature, you cannot do so again. Roll
You can use this ability to harm creatures, such as a d6 at the beginning of each of your turns, on a roll of 6
by lifting a heavy object and dropping it on an enemy. you regain usage of this feature.
However, the resulting damage cannot exceed the
maximum damage allowed by your psychic throw Mindweave
cantrip for your current level for all targets. Creatures
are also allowed a Dexterity or Constitution saving 3rd-level Mind Lord feature
throw (as appropriate) to avoid taking damage, avoiding You know the spells command, detect thoughts, levitate,
all damage on a success. and suggestion. Each of these spells counts as a mind
lord spell for you, but they don’t count against the
number of mind lord spells you know. Additionally, you
Psionic Discipline can use this feature to cast one of these spells without
2nd-level Mind Lord feature expending a spell slot. You can do so a number of times
Choose a psionic discipline which defines the equal to your proficiency bonus, regaining all expended
focus you have taken for your mental powers. The uses when you finish a long rest.
options included are clairsentience, psychokinesis, When you reach 9th level, the telekinesis spell is added
psychometabolism, psychoportation, or telepathy; all to the list of spells you know and can cast using this
detailed at the end of the class description. feature, and is a mind lord spell for you.

9 CHAPTER 1 | Mind lord


Ability Score Improvement
4th-level Mind Lord feature
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of
your choice by 2, or you can increase two ability scores
of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.

Extract Brain
5th-level Mind Lord feature
Whenever you deal damage with your tentacles
natural weapon, if the target is Medium or smaller,
it is automatically grappled and must succeed on an
Intelligence saving throw or be stunned for as long as
it is grappled. The grapple ends if the target succeeds
on its saving throw. The creature can also repeat the
saving throw at the end of each of its turns, ending its
stunned and grappled conditions on a success. You can
grapple only one creature at a time with this feature.
In addition, as an action, you can attempt to devour the
brain of an incapacitated creature which is grappled
by you and is within 5 feet of you. The creature must
succeed on a Constitution saving throw or take 6d10 Decentralized Thinking
piercing damage. If this damage reduces the target to
0 hit points, the target dies and its brain is devoured 10th-level Mind Lord feature
if it had one. Starting from 11th level, the damage You have honed your mental prowess, allowing
increases to 9d10, and at 17th level, the damage you to maintain concentration on multiple spells. If
increases to 12d10. you cast a spell that requires concentration while
When you successfully devour the brain of a living already concentrating on a spell, you can maintain
creature, you may absorb some of the creature’s stray concentration on both spells simultaneously so long as
memories. You may ask a single question about an the total levels of the spells are equal to or lower than
event that the target creature would have recollection one-third of your mind lord level (rounded up). Activities
of. The GM must give you a truthful answer as to what or features that require concentration count as being
the creature would remember of the event. Once you 1st-level spells for the purposes of this feature.
absorb memories in this way, you cannot do so again If you take damage while concentrating on two spells,
until you finish a short or long rest. you make a saving throw to maintain concentration for
each spell individually. If you lose concentration on one
Magic Resistance spell, you lose concentration on both spells.
6th-level Mind Lord feature
You have advantage on saving throws against spells and Mind Fortress
other magical effects. 14th-level Mind Lord feature
You become immune to psychic damage, any effect
Mental Focus that would sense your emotions or read your thoughts,
divination spells, and the charmed condition.
7th-level Mind Lord feature
You can use Intelligence instead of Constitution for
saving throws made to maintain concentration. Enlightenment
20th-level Mind Lord feature
As you discover an ancient truth, your mind expands to
impossible heights. Your Intelligence score increases by
4, and its maximum is now 24.

CHAPTER 1 | Mind lord 10


Psionic Disciplines Clairsentience
Psionic features and spells are typically associated with This discipline features abilities that enable you to learn
a specific mental discipline. A brain is like a muscle secrets long forgotten, to glimpse the immediate future
that can be trained, and so it requires one to focus and predict the far future, to find hidden objects, and to
their efforts on a particular area in order to improve. know what is normally unknowable.
Practitioners of these arts must hone and focus their
minds with countless mental exercises in order to
achieve lasting effort in their field. Future Glimpse
You must pick between Clairsentience, Psychokinesis, 2nd-level Clairsentience feature
Psychometabolism, Psychoportation, or Telepathy As a bonus action, you can briefly peer into the near
as your discipline. Each grants two features and a future to gain insight into the next 6 seconds (equivalent
collection of exclusive spells.
to a typical combat round). The GM provides truthful
The spells given to each discipline use the psychic information about events that will occur and are visible
power of your brain to manifest their effect on the from your character’s location. In combat, this includes
world, and as such they require no verbal or material the actions enemies will take on their next turn.
component for them to be cast.
However, this feature doesn’t grant you perfect
knowledge of events based on chance. For example, you
might learn that a creature will move and attack your
ally, but you won’t know if the attack will succeed.
You can use this feature a number of times equal to
your proficiency bonus. You regain all expended uses
when you finish a long rest.

Reshape Reality
18th-level Clairsentience feature
Your mind is constantly projected into the future,
allowing you to manipulate it to suit your present
needs. As a reaction, you can undo a single recent event
within 60 feet of you by forcing a reroll of any roll made
within the last round (including your last turn). Reality
reshapes itself to accommodate the new result. The
reroll is made with advantage or disadvantage (your
choice), and you can choose whether to use the reroll or
the original roll.
When you use this feature, you may not do so again
until 10 minutes have passed.

Clairsentience Spells
You gain clairsentience spells at the Mind Lord
levels listed.

Clairsentience Discipline Spells


Mind Lord Level Psionic Spells
2nd destiny dissonance
3rd object reading
5th precognition
7th location reading
9th hypercognition

11 CHAPTER 1 | Mind lord


Your form changes to match your original one,
Psychokinesis albeit with a few minor differences based on the new
humanoid host (for example, your height might shift
This discipline focuses on abilities that manipulate
somewhat to more closely resemble the new host
energy or tap the power of the mind to produce a
body). Reverse all of the changes brought about from
desired end. These ends can range drastically from
this feature, including reverting your Strength to its
moving, melting, transforming, or even blasting a target.
original score and losing your blindsense to regain your
normal sight. You can then use this feature to detach
Strength of Mind again as normal.
2nd-level Psychokinesis feature
When you cast the mage hand cantrip using your Innate Psychokinesis Spells
Psionics racial feature, you can use your bonus action You gain psychokinesis spells at the Mind Lord
to control the hand. Additionally, the hand’s carrying levels listed.
capacity increases to 50 pounds.
Psychokinesis Discipline Spells
Unshackled Mind Mind Lord Level Psionic Spells
18th-level Psychokinesis feature 2nd control object

Your brain no longer requires a functioning body in 3rd keen blade


order to survive, and can instead sustain itself by freely 5th kinetic push
absorbing the weak psionic waves of other beings 7th control body
in its vicinity.
9th inertial barrier
Upon death or during a long rest, provided your brain
is intact, you may spend 1 hour slowly detaching it from
your body. Your body then dies if it isn’t dead already.
You now control your brain as your character,
which has all the same ability scores and modifiers,
proficiencies, traits, and features as your body, with the
following exceptions:
• Your size becomes Small.
• Your walking speed becomes 5 feet.
• You cannot wear armor or wield weapons.
• Your Strength score is 1.
• Your AC is equal to 13 + your Dexterity modifier.
• You gain a permanent flying speed of 20 feet.
• You lose your normal sight and instead gain
blindsense out to a range of 60 feet.
• You grow tentacles under your brain which function
just like those from your body, and can also be used
as natural weapons for your tentacles racial feature.
• You become immune to the exhaustion, prone,
blinded, and deafened conditions.
• You can cast psionic spells of 3rd level or lower
without the need to spend spell slots.
While in your detached brain form, you can latch
onto another humanoid that died within the last hour,
scooping out its brain matter and integrating yourself
into its neural system over the course of 1 hour.
Once finished, you take on your normal mind lord
form once again.

CHAPTER 1 | Mind lord 12


Psychometabolism Psychoportation
This discipline focuses on abilities that change the This discipline focuses on abilities that move the user,
psychical properties of the user, sometimes of other an object, or another creature through space and time.
creatures or even objects.
Body Transference
Biomorph 2nd-level Psychoportation feature
2nd-level Psychometabolism feature As an action, you can teleport up to 30 feet to an
You learn the spell alter self and can cast it without the unoccupied space that you can see. You can activate
need for spell slots. this feature a number of times equal to your proficiency
In addition, whenever you are transformed into another bonus, regaining all expended uses when you
creature (such as by the polymorph spell), you gain the finish a long rest.
following benefits if you didn’t have them already:
• You keep your Intelligence score, your Thought Improved Body Transference
Transference racial feature, and your Intelligence 18th-level Psychoportation feature
saving throw proficiency.
Whenever you activate your Body Transference feature,
• You keep your Psionic Spellcasting feature and are you may also target up to 6 willing creatures within 30
able to cast those spells while transformed. feet of you that you can see. Those creatures are also
• You can end the effect on yourself as a bonus teleported to any location of your choice that you can
action on your turn. see within 30 feet of your original location.

Greater Metamorphosis Psychoportation Spells


18th-level Psychometabolism feature You gain psychoportation spells at the Mind Lord
You learn the polymorph, shapechange, and true levels listed.
polymorph spells if you didn’t know them already.
Psychoportation Discipline Spells
When you cast one of these spells to transform
a creature into another creature, the new form’s Mind Lord Level Psionic Spells
challenge rating can be equal to or lower than the 2nd detect teleportation
target’s level or challenge rating + 3. 3rd translocate creature
5th time hop
Psychometabolism Spells 7th object summons
You gain psychometabolism spells at the Mind Lord 9th creature summons
levels listed.

Psychometabolism Discipline Spells


Mind Lord Level Psionic Spells
2nd thicken skin
3rd chameleon
5th ectoplasmic form
7th psionic restoration
9th fission

13 CHAPTER 1 | Mind lord


• Creatures gain the natural racial features of the
Telepathy bodies they inhabit, such as natural armor, natural
attacks, darkvision, and movement speeds.
This discipline focuses on abilities that spy on and
affect the minds of others to influence or control • Creatures retain their own hit points, proficiencies,
their behavior. and class features (if the body allows for it).
For the purposes of this feature, your natural body
Psionic Message is always the last body you inhabited before activating
2nd-level Telepathy feature this effect. You can use this feature once, regaining the
ability to do so after a short or long rest.
As an action, you can send a message to a creature
with which you are familiar. The message can be as If, for whatever reason, your mind is magically
long as you want, but the connection only lasts for thirty expelled from the body you currently inhabit, your mind
seconds. The creature hears the message in its mind returns to your natural body, if it’s still alive, ending the
and recognizes you as the sender if it knows you. This feature’s effect. In this case, if your natural body is dead
effect enables creatures with Intelligence scores of at or on another plane of existence, then you die. If a body
least 1 to understand the meaning of your message. You dies, then the mind that inhabits it perishes, regardless
can send the message across any distance, but not to of whether it is its natural body or not.
other planes of existence.
You can spend a 3rd level spell slot at the same time Telepathy Spells
you use this feature. If you do, the creature gains You gain telepathy spells at the Mind Lord
the ability to communicate back to you during the levels listed.
30-second interval.
Telepathy Discipline Spells
You can activate this feature a number of times equal
to your proficiency bonus, regaining all expended uses Mind Lord Level Psionic Spells
when you finish a long rest. 2nd déjà vu
3rd aversion
Mind Switch 5th false sense

18th-level Telepathy feature 7th psychic ward


9th schism
As an action, you can attempt to switch bodies with a
creature you can see within 30 feet of you, forcing your
mind into its body, and its mind into your body. You can
only target creatures with a challenge rating (or level)
equal to or lower than your own level with this feature,
and only creatures that possess a brain.
The target must make an Intelligence saving throw.
On a failure, you possess the target creature’s body and
force the target creature’s mind to move to your body.
You can move your mind back into your natural body as
an action whenever you wish, provided you are on the
same plane of existence. This also returns the target’s
mind to its own body and ends this feature’s effect.
You can call on rudimentary or instinctive knowledge
of the target’s body, but not upon acquired or learned
knowledge (such as proficiencies or skills). The same
applies for the target who now inhabits your natural
body. Additionally, you and the target experience the
following changes:
• Creatures gain the Strength, Dexterity, and
Constitution scores of the bodies they inhabit.

CHAPTER 1 | Mind lord 14


Subclass Exclusive Spells Control Body
4th-level transmutation psionic
The psionic spells outlined below are only accessible
to the particular Psionic Discipline granted the Casting Time: 1 action
ability to cast them. Range: 60 feet
Components: S
Aversion Duration: Concentration, up to 1 minute.
You attempt to psychokinetically control the limbs of a
2nd-level enchantment psionic
humanoid you can see within range. The target must
Casting Time: 1 action succeed on a Strength saving throw or lose control of
Range: 30 feet its arms and legs for the duration. The target can repeat
Components: S the saving throw at the end of each of its turns, ending
Duration: Concentration, up to 1 hour the effect on itself on a success.
You plant a powerful aversion in the mind of a target For the duration, you can use a bonus action on your
turn to do one of the following::
creature that you can see within range. The target must
succeed on an Intelligence saving throw or suffer the • Force the target to move up to its speed
effects of this spell. in any direction.
• Make an attack using the target’s weapon against
Choose a word or brief concept to be the aversion a creature you can see that is within the weapon’s
planted in the creature’s mind.. If it is an creature or attack range. Use your spell attack modifier for
object, the target will prefer not to approach within 30 the attack roll, and your Intelligence modifier
feet of it. If it is a word, they will try not to utter it. If it for the damage bonus instead of the target’s
is an action, they will not willingly attempt to perform Strength or Dexterity.
it. If it is an event, they will not willingly attend it. The • Hold the target immobile and helpless. Until the start
target will take reasonable steps to avoid the object of of your next turn, attacks against the target have
its aversion, but will not put itself in danger by doing so. advantage, and any attack that hits the creature is a
critical hit if the attacker is within 5 feet of the target.
This spell automatically fails when
targeting constructs. The target can still perform actions that don’t
require its limbs, such as casting spells with only
verbal components.
Chameleon
At Higher Levels: When you cast this spell using a
2nd-level transmutation psionic
6th-level spell slot or higher, the target can no longer
Casting Time: 1 action make saving throws at the end of its turns to end the
Range: Self effect, and the duration is concentration, up to 1 hour.
Components: S When you use a spell slot of 7th-level or higher, the
Duration: 1 hour duration is instead concentration, up to 8 hours.
Your skin and equipment take on the color and texture
of nearby objects, including floors and walls. For the
duration of the spell, you have a +10 bonus to Dexterity
(Stealth) checks.

15 CHAPTER 1 | Mind lord


Control Object Creature Summons
1st-level transmutation psionic 5th-level conjuration psionic
Casting Time: 1 action Casting Time: 1 minute
Range: 30 ft Range: Touch
Components: S Components: S
Duration: Concentration, up to 1 minute Duration: Until dispelled
You telekinetically operate an inanimate object you You touch a willing Large-sized or smaller creature
can see within range, weighing up to 100 pounds. The and imbue them with an imprint of your psionic
object appears animated, moving jerkily and clumsily power embedded onto their brain. The imprint
with a walking speed of 20 feet. Living vegetation, manifests as a ringing sound that the creature
objects already animated by another effect, or undead can perceive in moments of extreme quiet, but it is
creatures cannot be affected. otherwise unbothersome.
You can only control the object while you have line You can choose to end this spell at any point
of sight to it and within the 30-foot range. As a bonus afterwards as an action. When you do, the creature
action, you can command the object to move and attack, instantly teleports, along with its possessions, from
using a slam attack with your spell attack modifier. On its current location to any unoccupied space within
a hit, the object deals bludgeoning damage equal to 1d6 30 feet of you that you can see. There is no limit to the
+ your Intelligence modifier. range of this teleportation and it works even across
planes of existence.
The object has hit points and an AC based on its size
and substance, as determined by the GM using the You may only have this spell active on one creature
tables below: at a time. Any subsequent castings of this spell ends
the effect (without teleporting them) on the previous
Control Object - Substance creature. Spells such as dispel magic used on the
Substance AC affected creature ends the spell’s effect without
Cloth, paper, rope 11 teleporting them.
Crystal, glass, ice 13
Wood, bone 15
Déjà Vu
Stone 17
1st-level enchantment psionic
Iron, steel 19 Casting Time: 1 action
Range: 60 feet
Mithral 21
Components: S
Adamantine 23 Duration: Instantaneous
You send a mental impulse to a target creature that you
Control Object - Size can see within range. The creature must succeed on
Hit Points an Intelligence saving throw or be forced to repeat the
Size (Fragile) (Resilient) actions and/or bonus actions it took on its previous turn,
using the same targets and chosen effects.
Tiny (bottle, lock) 2 (1d4) 5 (2d4)
Small (chest, lute) 3 (1d6) 10 (3d6) If the situation has changed in such a way that the
Medium (barrel, chandelier) 4 (1d8) 18 (4d8) subject can’t take the same actions again (for example if
the enemy it was fighting is now dead), the target stands
Large (cart, door) 5 (1d10) 27 (5d10)
still and takes no actions on its turn.

The GM has the final authority on the size and At Higher Levels. When you cast this spell using
durability of the animated object. a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.

CHAPTER 1 | Mind lord 16


However, you also have the following limitations:
Destiny Dissonance • You cannot perform any activity except to move up to
1st-level enchantment psionic your speed and use your Psionic Spellcasting. Effects
Casting Time: 1 action that are active on you from spells or magic items
Range: 30 feet continue to function normally.
Components: S • When casting a spell, you must succeed on a DC 10
Duration: Concentration, up to 1 minute Constitution saving throw or the spell fails and the
You force a target creature you can see within range spell slot is wasted.
to view an unfocused glimpse of the many possible
futures in store, manifesting as a chaotic swirl of False Sense
images around the target. The target must succeed on
3rd-level enchantment psionic
an Intelligence saving throw or suffer a -2 penalty to
all attack rolls, weapon damage rolls, saving throws, Casting Time: 1 action
and ability checks for the duration due to its inability to Range: 30 feet
process the torrent of information. Components: S
Duration: Concentration, up to 10 minutes
This spell automatically fails when targeting
constructs, plants, or undead. You can select a creature within range and manipulate
one of its senses, causing it to experience a different
Detect Teleportation perception than what is actually present. This spell
cannot generate a sensation from nothing or render
1st-level divination psionic the target completely unaware of a sensation. Instead,
Casting Time: 1 action it alters the specifics of one sensation to provide a
Range: Self different impression.
Components: S
Duration: Concentration, up to 1 hour For instance, you could make a human resemble an
elf, an open door appear closed, a pool of lava smell like
For the spell’s duration, you can sense the presence of fresh bread, or a gentle touch feel like a painful burn.
teleportation magic within 30 feet. If a spell or ability
with “teleport” in its name or description has been The target is not granted a saving throw to initially
used within the last hour in the area, you perceive resist the effect. However, if the target suspects the
it as a visible warp in space accompanied by loud modified sense to be deceptive, it can attempt an
static in your mind. Intelligence saving throw to dispel the illusion on itself.

If you detect teleportation magic in this way, you While maintaining concentration on the spell, you
can use your action to determine the direction the can use an action to change the falsified sense to
teleported creature or object came from or went to, but a different one.
not the distance. If the location was another plane of
Because this spell impacts the target’s neural system,
existence, the direction is random.
it can even deceive victims using spells such as true
sight or other perception-enhancing magic. Constructs,
Ectoplasmic Form plants, and undead are immune to this spell.
3rd-level transmutation psionic
At Higher Levels. When you cast this spell using
Casting Time: 1 action a spell slot of 4th level or higher, you can affect one
Range: Self additional creature for each slot level above 3rd.
Components: S
Duration: 1 minute
Fission
You and your gear transform into a translucent,
5th-level conjuration psionic
ectoplasmic form. While in this form, you gain the
following benefits: Casting Time: 1 action
Range: Self
• Resistance to all damage and immunity to poison.
Components: S
• Your AC becomes 10 + your Dexterity modifier, and Duration: Concentration, up to 1 minute
any AC bonuses from magic items are lost.
You divide yourself, creating a duplicate that comes
• You can move through small holes, narrow openings, into existence in an empty space within 5 feet of you.
and cracks, but cannot enter liquids. It takes its initiative right after you. Your duplicate
thinks and acts exactly as you do and follows your

17 CHAPTER 1 | Mind lord


orders, although it will not do anything you wouldn’t do You may only ever have one duplicate of yourself
yourself. It has all of your abilities, including your racial active at any time. Any magic, disease, poison, or curse
and class features, but none of your equipment or items. affecting the duplicate transfers to you when both of you
Effects currently active on you (including temporary rejoin, though you may not have two copies of the same
hit points) are not automatically transferred to your effect on you at the same time.
duplicate upon its creation.
Your maximum and current hit points are halved Hypercognition
(rounded up), and your duplicate’s current and 5th-level divination psionic
maximum hit points start at the same amounts, Casting Time: 1 action
respectively. Any spell or ability that your duplicate Range: Self
uses consumes your own resources. For example, if Components: S
your duplicate wishes to cast the spell obliviate, then Duration: Concentration, up to 1 hour
you must have an available 4th level spell slot for it to
consume. Your duplicate cannot cast spells of 5th level You make lightning-fast deductions based on only
or higher. Your duplicate dies immediately if its hit the slightest clue, pattern, or scrap of memory
points are reduced to 0. present in your mind. You can make reasonable
statements about a person, place, or object,
When the spell ends, you and your duplicate rejoin seemingly from very little knowledge. The spell
no matter how far you are from each other. When forces your mind to undergo rigorous logical
this rejoining occurs, the duplicate vanishes, your processes, digging up and correlating every
maximum hit points return to normal, and you then possible piece of knowledge that has any bearing
gain an amount of hit points equal to the amount of hit on the topic (possibly even extracting echoes of
points your duplicate had at the end of the spell. knowledge from the astral plane).
If your duplicate dies before the spell ends, it rejoins For the duration, you have a +10 bonus to all
you and you take any leftover damage (if any), and then Intelligence and Wisdom ability checks.
the spell ends.

CHAPTER 1 | Mind lord 18


If the target’s forced movement causes it to pass
Inertial Barrier through the space(s) of one or more creatures, they
5th-level transmutation psionic must each make a Dexterity saving throw. On a failed
Casting Time: 1 action save, the creature takes 5d10 bludgeoning damage and
Range: Self is moved with the target for the remainder of the forced
Components: S movement. A creature can only take damage once from
Duration: Concentration, up to 1 hour this spell, regardless of the number of times it is pushed
or affected by the forced movement.
You create a skin-tight kinetic barrier around yourself
which protects you from fast-moving blows. You reduce
all damage that you take from melee, ranged, and spell Location Reading
attacks by 7 (to a minimum of 1). While this spell is 4th-level divination psionic
active, you automatically succeed on saving throws that Casting Time: 1 hour
you make to maintain your concentration when you Range: Self
take 10 damage or less from a source. Components: S
Duration: Concentration, special
Keen Blade You gain a vision of the past within a 90-foot radius
2nd-level transmutation psionic centered on you. Rooms, streets, tunnels, and other
Casting Time: 1 bonus action discrete locations accumulate psychic impressions
Range: 60 ft left by powerful emotions experienced in a given
Components: S area. These impressions offer you a picture of the
Duration: Concentration, up to 1 hour location’s past.
You create an invisible extension to the weapon The types of events most likely to leave psychic
that lasts until the spell ends, made manifest by impressions are those that elicited strong emotions:
kinetic force. Anyone who attacks with the weapon battles and betrayals, marriages and murders, births
scores a critical hit on a roll of 19 or 20, and it gains and great pain, or any other event where one emotion
an extra 5 feet added to its reach when used to dominates. Everyday occurrences leave no residue for a
make melee attacks. clairvoyant to detect.
This expanded critical hit range cannot be used The vision of the event is dreamlike and shadowy. You
in conjunction with any other effect that would also do not gain special knowledge of those involved in the
increase an attack’s critical hit range. The attacker may vision, though you might be able to read large banners
simply use the better of the two effects. or other writing if they are in your language.
At Higher Levels. When you cast this spell using a Beginning with the most recent significant event
spell slot of 4th level or higher, the weapon scores a at your location and working backward in time, you
critical hit on a roll of 18, 19, or 20. When you use a can sense one distinct event for every 10 minutes
spell slot of 6th level or higher, the weapon scores a you maintain concentration on the spell. The farthest
critical hit on a roll of 17, 18, 19, or 20. you can sense into the past is a number of years
equal to 200 times the level of the spell slot used to
Kinetic Push cast this spell.
3rd-level transmutation psionic The spell ends if you move away from the radius
Casting Time: 1 action designated by the spell at the time of casting, or if
Range: 30 ft you meet the maximum number of years into the
Components: S past you can sense.
Duration: Instantaneous
You unleash a powerful psionic blast against a target Object Reading
you can see within range. The target must succeed on 2nd-level divination psionic
a Strength saving throw or be pushed 30 feet away Casting Time: 10 minutes
from you. If the target collides with a hard object such Range: Touch
as a wall during the forced movement, it takes 5d10 Components: S
bludgeoning damage and stops moving. Duration: Instantaneous
Objects often accumulate psychic impressions left by
their previous owners, which can be read using this

19 CHAPTER 1 | Mind lord


psionic spell. Target an object that you touch. When When you make an attack roll, ability check, or saving
you do so, you learn the last owner’s race, sex, age, throw, or when an attack roll is made against you,
alignment, and how they gained and lost the object. you can roll an additional d20 as a reaction. You then
choose which of the d20s is used for the attack roll,
After you cast this spell once on an object, you can ability check, or saving throw.
cast the spell again on the same object to learn about
the owner that came before the last one. You may When you activate this effect three times,
the spell ends.
repeat this process until you learn of the original
owner of the object.
Psionic Restoration
For a person to be considered an “owner,” they must
4th-level transmutation psionic
have held possession of the object for longer than 24
hours or must have created the object in its current Casting Time: 1 action
form. If an object never had an owner, the spell reveals Range: Self
no information. Components: S
Duration: Concentration, up to 1 minute
Object Summons You forcefully intensify your body’s natural regenerative
4th-level conjuration psionic capabilities. You regain 10 hit points at the start of each
of your turns for as long as this spell lasts.
Casting Time: 1 minute
This spell regrows small, severed body parts (fingers,
Range: Touch
ears, eyes, etc), if any, if you maintain concentration for
Components: S
the spell’s full duration. Larger body parts such as arms
Duration: Until dispelled
or legs can be restored only if the severed limb is held
You touch an object that weighs no more than 10 onto the stump for the entire duration of the spell.
pounds and whose longest dimension is 5 feet or less.
The object is infused with imperceptible vibrations
as psychic energy surrounds it for as long as the Psychic Ward
spell lasts. These vibrations can be discerned by 4th-level abjuration psionic
someone who succeeds on a Perception (Wisdom)
or Investigation (Intelligence) check against Casting Time: 1 reaction, which you take when a
your spell save DC. creature you can see makes a Wisdom saving throw
against a spell or effect
You can choose to end this spell at any point Range: 60 feet
afterwards, no action required. When you do, the object
Components: S
instantly teleports from its current location to your
hand. There is no limit to the range of this teleportation Duration: Instantaneous
and it works even across planes of existence. If the You generate a bastion of thought so strong that it offers
object is being held by a creature, that creature may protection to you and everyone around you, improving
make a Strength saving throw to prevent it from being
the self-control of all. Choose up to 5 creatures that you
teleported. If the object is tightly secured, such as
bound by a rope or chain, or is destroyed, then the effect can see within range. Those creatures gain a +10 bonus
fails and the object is not teleported. to all Wisdom saving throws they make this turn.

You may only have this spell active on one object at


a time. Any subsequent castings of this spell ends the
effect (without teleporting it) on the previous object.
Spells such as dispel magic used on the affected object
ends the spell’s effect without teleporting the object.

Precognition
3rd-level divination psionic
Casting Time: 1 action
Range: Self
Components: S
Duration: 1 hour
You are able to glimpse fragments of potential future
events. However, your vision is incomplete and the
visions make no real sense until the actual events you
glimpsed begin to unfold.

CHAPTER 1 | Mind lord 20


Schism Time Hop
5th-level conjuration psionic 3rd-level enchantment psionic
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 30 feet
Components: S Components: S
Duration: Concentration, up to 1 minute Duration: 1 round
Your mind divides into two separate, autonomous Target yourself or a willing creature that you can
parts. Each part functions independently, resembling see within range to push them forward in time. The
two characters sharing one body. While your primary creature vanishes from existence, reappearing either
mind controls your body physically, your secondary at the beginning of their next turn or at the end of your
mind is free to take actions and bonus actions of its next turn (your choice), in the same orientation and
own during each of your turns, including the turn condition as before. From the creature’s perspective, no
this spell was cast, as long as these actions do not
time has passed.
require the use of your body. For example, it can make
Wisdom (Perception) or Intelligence (Investigation) At Higher Levels. When you cast this spell using
checks using your senses, or cast spells without verbal a spell slot of 4th level or higher, you can target one
or somatic components. The secondary mind cannot
additional creature for each slot level above 3rd.
take reactions.
When you cast this spell with a spell slot of 5th level
Your secondary mind’s psionic potential is limited or higher, the duration increases by 1 additional hour
compared to your primary mind and can only use for each slot level above 4th. If you cast this spell at
cantrips and spell slots of 2nd level or lower. It also 9th level, the duration can be up to 24 hours. For
cannot hold concentration on a spell. However, it retains durations longer than 1 round, you must decide exactly
access to all your racial and class features. how long the target will travel forward in time at the
moment of casting.
If you are targeted by a spell or effect that attempts
to manipulate your mind, such as a charm effect, you
make two saving throws instead of one. If both saving Translocate Creature
throws fail, schism ends, and you are affected by the 2nd-level conjuration psionic
spell or effect as normal. If only one saving throw
fails, schism ends, but you remain unaffected by the Casting Time: 1 action
spell or effect. Range: 90 feet
Components: S
Casting schism more than once per long rest risks Duration: Instantaneous
driving you mad. For every subsequent casting after the
first, make a DC 15 Intelligence saving throw as you You teleport another willing creature that you can see
cast the spell. On a failure, you contract a form of long- within range to another location you can see within
term madness (DMG pg 260). 90 feet of you.
At Higher Levels. When you cast this spell using
Thicken Skin a spell slot of 4th level or higher, you can target
1st-level transmutation psionic an unwilling creature with it. When you do so, the
Casting Time: 1 bonus action target must succeed on a Wisdom saving throw or be
Range: Self forcefully teleported by you.
Components: S
Duration: 1 hour
Your skin hardens and becomes as tough as metal,
granting you a +4 bonus to AC for the duration. This
spell ends if you are wearing armor or if you dismiss
the spell as an action.

21 CHAPTER 1 | Mind lord


for up to five minutes. The target recognizes you as the
Extra Psionic Spells sender if it knows you.
Presented below is a list of additional spells which you This spell enables creatures with Intelligence
may choose to learn through your Psionic Spellcasting scores of at least 1 to understand you, but may only
class feature as you gain levels in this class. You may communicate back so long as they know at least one
choose any of these spells instead of a spell from the language. Both you and the target can understand
sorcerer spell list whenever given the chance to learn the meaning of each other’s words even if you don’t
a spell. Because these spells use the psychic power share a language.
of your brain to manifest their power into the world,
they require no verbal or material components for
them to be cast.
Divert Teleport
7th-level conjuration psionic
Cloud Mind Casting Time: 1 reaction, which you take when a
creature within range teleports
2nd-level enchantment psionic
Range: 120 feet
Casting Time: 1 action Components: S
Range: 30 feet Duration: Instantaneous
Components: S
You attempt to forcefully translocate a creature that
Duration: Concentration, up to 1 hour
you can see within range that is either in the process
You attempt to make yourself undetectable to a target of teleporting, or that you saw teleport this turn. For
creature. The target must succeed on an Intelligence the purposes of this spell, any magic, class feature,
saving throw or have their present awareness of you be or ability that is named “teleport” or uses the word
completely erased from their mind. “teleport” in its description can be affected by this spell.
You become invisible and inaudible to the affected The creature must succeed on a saving throw using
target. They are unable to sense you through its spellcasting ability if it has one. If it does not, then it
blindsense, smell, tremorsense, or any other form of makes a Charisma saving throw instead. On a failure,
sensory perception. You are further immune to any its teleporting destination is rerouted to a location of
magic the target creature uses to detect you. your choice within 1 mile of you. You must be either
very familiar with the location you are diverting the
The target rationalizes away small changes in its
creature towards or have studied it carefully in order to
environment that are caused by your presence, such
send the creature to it.
as tracks you may leave or doors you may open. If
you make an obvious sign of your presence, such as
attacking a creature the target can see or directly
interacting with an object it is looking at, the target
repeats the saving throw, ending the effect on
itself on a success.
The spell ends if you touch or attack the
target creature.
At Higher Levels. When you cast this spell using
a spell slot of 3th level or higher, you can target one
additional creature for each slot level above 2nd.

Correspond
4th-level evocation psionic
Casting Time: 10 minutes
Range: Unlimited
Components: S
Duration: 5 minutes
You make a mental connection with a creature with
which you are familiar and have touched before. You
and the creature can then communicate telepathically

CHAPTER 1 | Mind lord 22


At Higher Levels. When you cast this spell using a
Insanity spell slot of 5th level or higher, the damage increases by
7th-level enchantment psionic 1d8 for each slot level above 4th.
Casting Time: 1 action
Range: 30 feet Psychic Throw
Components: S Transmutation psionic cantrip
Duration: Permanent
Casting Time: 1 action
This spell twists a creature’s mind, spawning delusions Range: 60 feet
and provoking uncontrolled action. You can target a Components: S
creature of your choice within range who must succeed Duration: Instantaneous
on a Wisdom saving throw when you cast this spell or
be affected by it. You use your telekinetic powers to hurl projectiles
at your foes with great force. Make a ranged spell
The target can’t take reactions and must roll a attack as you attempt to throw an object within range
d10 at the start of each of its turns to determine its weighing no more than 5 pounds at the target. On a
behavior for that turn. hit, the target takes bludgeoning, piercing, or slashing
damage (as appropriate for the object) equal to 1d8 +
d10 Behavior your Intelligence modifier. You cannot use an object
1 The creature uses up all its movement to move in a that is being worn or carried by a creature other
random direction. To determine the direction, roll a d8 than you, but you can use an object affected by your
and assign a direction to each die face. The creature Telekinesis mind lord feature.
doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn. You can throw two objects starting at 5th level, three
at 11th level, and four at 17th level. You can direct the
7-8 The creature uses its action to make a melee attack
objects at the same target or at different ones. Make a
against a randomly determined creature within its
reach. If there is no creature within its reach, the
separate attack roll for each object.
creature does nothing this turn.
9-10 The creature can act and move normally. Share Pain
2nd-level necromancy psionic

This effect is permanent and can only be removed via Casting Time: 1 action
a greater restoration or a curative spell of similar or Range: Touch
greater power. Components: S
Duration: Concentration, up to 1 hour
Obliviate You create a psychic metabolic connection between you
and a willing target so that your wounds are transferred
4th-level transmutation psionic to the target. You gain resistance to all damage. Each
Casting Time: 1 action time you take damage, the target takes the same
Range: 30 feet amount of damage.
Components: S
The spell ends if you are ever farther than 60 feet
Duration: Instantaneous
from the target.
You mentally blast a target creature of your choice that
you can see within range, attempting to destroy their
mind with psionic energy. The target must make an
Shatter Mind Blank
Intelligence saving throw. The target takes 8d8 psychic 5th-level enchantment psionic
damage on a failed save, or half as much damage on Casting Time: 1 action
a successful one. The spell has no effect on creatures Range: 30 feet
without a functional brain, such as most plants, oozes, Components: S
constructs, and undead. Duration: Instantaneous
If you target a creature with an Intelligence score of 6 Target creature must succeed on an Intelligence saving
or less, it makes the saving throw with disadvantage, throw. On a failure, if the creature is currently under
and the spell deals maximum damage to it. the effects of a mind blank spell, that spell ends. The
creature then takes 8d8 psychic damage.
If you lower a creature’s hit points to 0 with this spell,
the creature’s brain melts.

23 CHAPTER 1 | Mind lord


Suspend Life Temporal Acceleration
6th-level necromancy psionic 6th-level transmutation psionic
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Self
Components: S Components: S
Duration: Special Duration: Instantaneous
This spell places you in a profound mental trance, Your mind channels psionic energy, accelerating your
causing your body to enter a state of suspended body to such an extent that all other creatures appear
animation. Ability checks and magical means used to to be frozen, although they continue to move at their
determine if you are alive will falsely indicate that you normal pace. You immediately gain an additional turn
are dead. However, long-term observation of your body that begins as soon as you finish casting the spell.
will reveal to the observer that you are not decaying or During this extra turn, you can take actions, cast spells,
rotting, which may arouse suspicion. move, or perform any other activity as usual, subject to
the restrictions described below.
While in suspended animation, you remain aware
of your surroundings, but your perception of time is During this special turn, other creatures are immune
dramatically slowed. You experience the passage of to and unaffected by your attacks, spells, or abilities.
one day for every year that actually elapses. Your body’s However, if you cast a spell or use a feature with a
metabolism is also significantly slowed, making you feel duration longer than one turn, other creatures may be
hunger and thirst only after a year without sustenance. affected by it after your additional turn ends.
You accumulate levels of exhaustion as usual for each
passing year, as if each year were a day without food You can interact with objects as long as they are
or water. Diseases, poisons, and curses affecting not held or carried by other creatures. Objects and
your body become dormant while this spell is active, environmental effects, such as traps, fire, or acid can
resuming their effects once the spell concludes. still harm you.

You can choose to end the spell at any time, either in After your special turn concludes, your body returns
response to external stimuli or after a predetermined to its normal speed and the spell ends, allowing you to
amount of time, after which it takes one hour for the continue with your regular turn. Until the end of your
suspended animation to cease. If you sustain damage next turn, you have disadvantage on all attack rolls,
or if the spell is forcibly terminated (e.g., by the ability checks, and saving throws.
effects of dispel magic), the spell automatically ends
after one minute. Trace Teleport
4th-level divination psionic
If you spent at least 24 hours in suspended animation
when the spell ends, you awake with the benefits of Casting Time: 1 action
a long rest, except that you do not remove a level of Range: 60 feet
exhaustion in this way. Components: S
Duration: Instantaneous
You psychically probe a 20-foot-radius sphere centered
on a point you choose within range to magically scout
for conjuration magic. You can trace the destination and
origin of any magic used to teleport a creature from one
place to another, provided the effect took place within
the last 24 hours.
You know the direction and distance that the
creature(s) teleported to or from. If the other location
is on a different plane of existence, then you know
which plane and which layer. You gain enough insight
to consider the location as “seen casually” for the
purposes of spells such as scrying and teleport.

CHAPTER 1 | Mind lord 24


Eye Tyrant The enigmatic origins of eye tyrants remain veiled

B
in secrecy. Some contend they are the tangible
irthed from the nightmares of ancient and incarnations of the nightmares and terrors of
formidable beings, eye tyrants rank among primordial, long-lost deities. Others assert they
the most dreaded and enigmatic creatures emerged from arcane experiments gone awry, their
found throughout the sprawling multiverse. innate power spiraling uncontrollably as they developed
These levitating orbs, adorned with squirming sentience and the capacity to reproduce. Regardless of
eyestalks, exert unyielding control over their domains, their origins, they now lair in the endless tunnels that
employing a multitude of magical abilities to subjugate exist deep within the earth, where they scheme and
any who defy them. plan their evil plots.

Horrors Made Manifest Vast Knowledge


Eye tyrants are grotesque entities, typically spanning and Deep Suspicion
seven to nine feet in diameter. Their orb-like bodies are Eye tyrants are infamous for their narcissistic and
encased in chitinous armor, with a prominent central paranoid dispositions, considering themselves the
eye situated above a gaping maw lined with razor- epitome of perfection and might. They frequently reign
sharp teeth. Flanking the eye tyrant’s central eye are as tyrannical rulers of subterranean strongholds,
numerous eyestalks, each wielding unique magical commanding hordes of minions to fulfill their desires.
powers which can range from charming enemies to Despite their inherent lust for control, eye tyrants are
utterly disintegrating them.

25 CHAPTER 2 | Eye Tyrant


fiercely territorial and seldom cooperate, perceiving d12 Paranoia
others of their kind as potential competitors.
1 Spies. You believe that you are constantly being
With an exceptional intellect, eye tyrants are masters watched and your every move is monitored. Because
of lateral thinking, being able to solve problems using of this, you hide your true intentions and plans
indirect and creative approaches through reasoning from everyone.
that appears bizarre to others but obvious to the eye 2 Time. You are paranoid about the passage of time,
tyrant. An eye tyrant’s solution to a problem can easily fearing you might age, miss important events, or fail to
become a web of convoluted and seemingly unrelated quickly prevent outcomes you had accounted for. You
actions that form together into an unconventional— obsess over timetables, deadlines, and the accuracy of
but effective—solution. Conversely, an eye tyrant any timekeeping method you have.
struggles to find direct and straightforward solutions 3 Impostors. You are afraid that your friends and
to challenges; often too neurotic to feel comfortable allies might be replaced by impostors, such as
with simple plans. doppelgangers or creatures under the effects of
illusion magic. You feel the need to constantly test
On rare occasions, an eye tyrant might venture beyond your companions to confirm their identities.
its lair to evade persecution from its kin, expand its 4 Rival Tyrant. You attribute every failing to the
sphere of influence, or simply to satisfy its curiosity. meddling of an eye tyrant arch-nemesis. Conversely,
Driven by an unquenchable thirst for knowledge you perform seemingly random and esoteric
and the refinement of their magical prowess, these tasks with seemingly no beneficial result, with the
adventurers may forge tenuous alliances with other knowledge it will somehow sabotage this rival enemy.
beings. However, their innate distrust and ambition 5 Traps. You are constantly on the lookout for hidden
often lead to betrayals and power struggles, making triggers or tripwires, and find yourself hesitant to enter
them both invaluable allies and potential threats. unfamiliar areas without first conducting a thorough
research and analysis.
Creating an Eye Tyrant 6 Love. You have come to understand that when
a creature cares too deeply for another, its brain
Creating and roleplaying an eye tyrant can be becomes corrupted with a desire to please that
challenging, as their nature often calls for a touch individual, sometimes even sacrificing oneself in order
of humor or eccentricity to remain faithful to the to do so. You fear this more than all.
creature’s essence. While not mandatory, incorporating 7 Mimics. Every single mundane object around you
these elements can help convey their peculiar, could instantly transform into a dangerous monster.
alien-like mindset and the quirky personality traits What’s worse is that, statistically speaking, every
that define them. single object that turns out not to be a mimic
Since eye tyrants are solitary beings without direct increases the likelihood that the next one will in
families (they emerge from the magical dreams fact be a mimic.
of some aberrations, including other eye tyrants), 8 Magical Items. You have calculated for every uncertain
their backstories tend to emphasize personal outcome, except for the hidden power of magically
accomplishments and distinctive quirks. enchanted objects, which you fear may hold the key
to your demise.
9 Summoned Creatures. Who are they? Where do they
Paranoia come from? How many of them are there? Until you
find answers to these questions, you find it impossible
Eye tyrants possess a self-centered worldview, to trust them.
convinced that they are the focal point of all attention. 10 Ancient Curse. You believe you are under the influence
Consequently, they often suspect that many are plotting of an ancient curse or prophecy, and are worried that
against them. This paranoia is a significant factor that anything you do might trigger its effects.
prevents eye tyrants from dominating the surrounding
11 Secret Societies. You are convinced that secret
lands, as they fear that their enemies are aware of organizations are conspiring against you or working to
their greatest vulnerabilities, or that adversaries might manipulate the world behind the scenes. The signs are
perfectly anticipate and counter their every move. obvious to you, even if not to your companions.
When creating an eye tyrant character, one of the first
12 False Memories. You fear that your memories have
things to consider is the nature of their deepest fears. been tampered with or altered in some way. You are
Feel free to use the following examples to better flesh distrustful of your own recollections and constantly
your character out. question whether your experiences are real.

CHAPTER 2 | Eye Tyrant 26


Obsession Aberratic Quirk
Eye tyrants tend to be neurotic and obsessive, requiring As aberrations, eye tyrants originate from otherworldly
perfection to achieve a sense of ease. This mindset dimensions that operate differently from the reality
extends beyond their schemes to encompass their daily we know. Their biology is entirely foreign to most
lives. Due to their multiple personalities, eye tyrants creatures, and perhaps even to themselves in some
often harbor various obsessions that may even conflict respects. When creating your eye tyrant character,
with or undermine one another. Some of these fixations consider how this alien body interacts with the world
arise from carefully reasoned logic, while others stem around it and how your aberrant origins are reflected
from the creature’s aberrant mind and delusions. in your character’s traits. Use the following options as a
Persuading an eye tyrant to abandon their obsession starting point to develop the peculiar characteristics of
is a nearly insurmountable task. Use the following your alien form.
examples to help shape the enigmatic psyche of your
eye tyrant character. d12 Aberratic Quirk
1 Your body constantly secretes a mildly luminescent
slime, which leaves sticky residue on objects
d12 Obsession you touch.
1 Fashion. You love collecting various types of hats, 2 Your taste buds are located in the corneas of your eye
and make sure to wear a different one each day. stalks. To enjoy food, you must touch it with your eyes
2 Music. You are certain you are the world’s before eating.
greatest bard and you love composing songs 3 Your eye stalks continuously grow and must be
about your adventures. squished down regularly to prevent overgrowth
3 Luck. You have a lucky number and you try to and discomfort.
incorporate it into every aspect of your life. 4 Each of your eye stalks has limited sentience, and they
4 Manners. You are obsessed with proper etiquette, must be courted in order for you to use its eye rays.
even in the most inappropriate situations. 5 Your body is prone to internally developing small
5 Pet. You feel a psychic and emotional connection with pockets of gas, which are released through biological
a particular animal. Nothing else in the world takes tubes and holes scattered across your body. They emit
priority over this animal. unexpected noises at random.
6 Collection. You compulsively collect unusual objects, 6 Your body sheds its outer layer once a week, which
such as coins or pebbles, and are very protective of requires you to seek assistance from others in the
your collectibles. molting process. Your body changes color after
7 Holidays. You insist on celebrating obscure holidays. every molting.
You seek to involve your companions in the festivities. 7 Your saliva naturally produces a strong pheromone
8 Language. You are certain you have created the which attracts small critters, such as birds or lizards.
perfect language, and insist on teaching it to Sometimes it attracts basilisks.
your companions. 8 Your central eye emits a faint and continuous glow
9 Intelligence. You seek to make sure others understand while in the dark, making it difficult for you to hide in
how smart you are. You love taking others through the darkness without covering it. The glow changes color
internal reasonings behind your plans, and you love depending on your mood.
monologuing before finishing off your enemies. 9 Your eye stalks are prone to occasional bouts of
10 Food. You deeply desire to taste every type of “sneezing.” This causes them to sometimes fire their
cheese in the world in order to rate them based eye rays randomly and unexpectedly. You can prevent
on flavor and texture. the sneezing by getting drunk.

11 Smell. You have become obsessed with what you have 10 Your voice is naturally amplified, making it impossible
called your “signature scent.” You spent an inordinate for you to whisper or speak quietly.
amount of time worrying about perfumes and 11 Your body resonates with musical tones, causing you
fragrances which you may adopt. to vibrate involuntarily and emit a bassline sound
12 Mysteries. You love finding the reason why things when in the presence of music.
are out of place. Like a detective, you strive to solve 12 You can only see in black and white, except for cats,
mysteries that others might find unimportant. which appear bright red to you.

27 CHAPTER 2 | Eye Tyrant


modifier, instead of the bludgeoning damage normal for
Racial Features an unarmed strike.
The eye tyrant is both a player race and a class, so you Darkvision. You gain darkvision out to a
don’t choose a separate race when you choose this range of 120 feet.
class for your character. As an eye tyrant, you have the
following racial traits: Languages. You can speak, read, and write Deep
Speech, Undercommon, and Common.
Ability Score Increase. Your Constitution
score increases by 1, and your Intelligence score
increases by 2.
Class Features
Creature Type. You are an Aberration. Hit Points
Age. Eye tyrants mature relatively quickly, becoming Hit Dice: 1d10 per eye tyrant level
adults by age 3. They can live to be 150 years of age Hit Points at 1st Level: 10 + your Constitution modifier
but start losing their abilities (alongside their minds) by Hit Points at Higher Levels: 1d10 (or 6) + your
their first century. Constitution modifier per eye tyrant level after 1st

Alignment. Eye tyrants are extremely xenophobic


and consider other creatures to be repulsive and
Proficiencies
beneath them. Because they are highly intelligent Armor: None
but extremely paranoid, and can’t possibly fathom Weapons: None
their way of thinking to be anything but perfect, they Tools: None
logically assume other creatures are out to get them. Saving Throws: Intelligence, and your choice between
This, compounded by the fact that most eye tyrants Wisdom or Charisma
suffer from multiple personalities, leads most people to Skills: Choose two skills from Acrobatics, Arcana,
perceive eye tyrants as “insane.” Intrinsically, they tend Deception, History, Insight, Intimidation, Investigation,
to be lawful evil, though other people might perceive Nature, and Persuasion
them as chaotic evil.
Size. Eye tyrants can take irregular shapes and Equipment
can possess random sets of limbs, but generally have You do not start with equipment. Instead, roll 5d4
an oval shape with a diameter of 7-9 feet. You are x 10 and gain an amount of gold pieces equal to the
considered Large. rolled amount. You can spend this gold on adventuring
Speed. You have a flying (hover) speed of 20 feet. supplies as you see fit.
Conditions (such as unconscious or prone) can stop you
from moving but do not stop you from hovering in place.
Paranoid. You can’t be surprised while you are
conscious or sleeping, and other creatures don’t gain
advantage on attack rolls against you as a result of
being unseen by you.
Analytical Defense. You have the ability to predict
dozens of enemy movements and attack patterns in real
time. Your unarmored AC equals 10 + your Dexterity
modifier + your Intelligence modifier.
Many Eyes. You have proficiency in the Perception
skill and have advantage on saving throws against
being blinded. You can see in every direction around
you at all times and always keep at least one eye open
when you sleep.
Bite. Your fanged maw is a natural weapon, which
you can use to make unarmed strikes. If you hit with it,
you deal piercing damage equal to 1d8 + your Strength

CHAPTER 2 | Eye Tyrant 28


THE EYE TYRANT
Proficiency
Level Bonus Eye Rays Known Ray Die Focus Points Features
1st +2 4 d4 — Eye Rays, Telekinesis
2nd +2 6 d6 5 Perplexing Mind, Reliable Ray
3rd +2 6 d6 5 Suspicious Nature, Eye for Clues
4th +2 6 d6 6 Ability Score Improvement
5th +3 6 d6 6 Extra Ray, Central Eye
6th +3 8 d8 7 —
7th +3 8 d8 7 Infallible Wit, Detect
8th +3 8 d8 8 Ability Score Improvement
9th +4 8 d8 9 Telekinetic Ray improvement, Spell Reflection
10th +4 10 d10 10 —
11th +4 10 d10 11 Extra Ray (2), Disintegrating Ray
12th +4 10 d10 12 Ability Score Improvement
13th +5 10 d10 13 Petrifying Ray
14th +5 12 d12 14 —
15th +5 12 d12 15 Cone of Antimagic
16th +5 12 d12 16 Ability Score Improvement
17th +6 12 d12 17 Death Ray
18th +6 12 d12 18 Foresee Danger
19th +6 12 d12 19 Ability Score Improvement
20th +6 12 d12 20 Extra Ray (3)

Eye Rays At 1st level, you have the following ray options:
1st-level Eye Tyrant feature Enervating Ray. The ray’s damage type changes
You have the supernatural ability to produce beams to necrotic and you deal an additional 1d8 damage.
of magical power from your many eyes as an action. Whenever an undead creature is subjected to this
Choose a target you can see within 60 feet of you. Roll damage, it takes no damage and regains a number of
your ray die to determine what ray is produced (see hit points equal to the necrotic damage dealt.
below) and make an attack roll using your ray attack
Guiding Ray. The first attack roll made by another
modifier against that target. On a hit, the target takes
creature against the target has advantage until the end
force damage equal to 1d8 + your Intelligence modifier.
of your next turn.
The target suffers an additional effect as determined
Aversion Ray. The target has disadvantage on the first
by the result of your ray die. Some of your rays require
attack roll it makes until the end of its next turn.
your target to make a saving throw to resist the ray’s
effects. The saving throw DC, as well as the spell attack Weakening Ray. The target’s AC is reduced by 2 until
needed to make the ray, are calculated as follows: the end of your next turn.
Ray attack modifier = your proficiency bonus At 2nd level, you gain two additional eye ray options
+ your Intelligence modifier which you can shoot using this feature, and your ray
Ray save DC = 8 + your proficiency bonus die increases to a d6. Your eye ray options are detailed
+ your Intelligence modifier at the end of the class description. When you gain
certain eye tyrant levels, you gain additional eye rays of
Because the eye tyrant is constantly thinking many your choice, as shown in the Eye Rays Known column
steps ahead and its logic is inscrutable, the ray is of the Eye Tyrant table. At these levels, your ray die
chosen at random by rolling your ray die as shown in also increases as shown on the Ray Die column of
the Ray Die column of the Eye Tyrant table (a d4 at 1st the same table.
level), and pre-assigning a number to each ray option
before you use this action.

29 CHAPTER 2 | Eye Tyrant


Additionally, when you gain a level in this class, you move creates a myriad of possibilities that you have to
can choose one of the eye rays you have learned and account for. Your ability to shut off this constant stream
replace it with another eye ray of the same category. You of ideas and instead focus on the present is represented
cannot replace any of the original four rays in this way. as focus points. Your eye tyrant level determines the
number of points you have, as shown in the Focus
Points column of the Eye Tyrant table.
Telekinesis
1st-level Eye Tyrant feature You may only spend focus points once per turn.
As an aberration lacking conventional limbs, You regain all spent focus points when you finish a
you have developed the ability to manipulate short or long rest.
objects and creatures through an invisible ray of
psychokinetic energy.
Reliable Ray
As an action, you can target an object within 60 feet of 2nd-level Eye Tyrant feature
you weighing up to 100 pounds that is not being worn
or carried. You can move the object up to 30 feet in any Whenever you would roll your ray die using your Eye
direction. Your telekinetic control allows for precise Rays feature, you can instead spend 1 focus point to
manipulation, enabling you to use simple tools, open select the ray you want to shoot from your known rays.
doors or containers, store or retrieve items from open
containers, pour the contents of a vial, etc. Suspicious Nature
At 9th level, your mastery over telekinesis improves, 3rd-level Eye Tyrant feature
allowing you to lift objects weighing up to 300 pounds. You gain expertise in the Perception skill and
Additionally, you can spend 5 focus points as an action proficiency in the Insight skill. If you already have
to replicate the effects of the telekinesis spell. proficiency in Insight, then you gain expertise instead.
In addition, you can choose to make Perception and
Perplexing Mind Insight checks using your Intelligence modifier rather
2nd-level Eye Tyrant feature than your Wisdom modifier. You may also choose to
You can’t help but envision the world as a complex calculate your passive Perception score using your
puzzle that you are constantly solving, where every Intelligence modifier rather than your Wisdom modifier.

CHAPTER 2 | Eye Tyrant 30


10 + the spell’s level. On a successful check, the spell
Eye for Clues ends. You can choose to spend more than 3 focus points
3rd-level Eye Tyrant feature when you use this ability. If you do, you automatically
Your innately distrustful mind latches onto objects or end the effects of a spell on the target if the spell’s
locations that stand out to you as odd. You can spend 1 level is equal to or less than the number of focus
focus point to attempt to notice one thing that is out of points you spent.
the ordinary in any particular location that you can see Devour Magic Beam. If you targeted a magic item
within 120 feet from you. or a creature wielding a magic item, that item loses all
If there is a secret, clue, trap, or anything hidden magical properties until the start of your next turn. If
within range, the GM must point it out to you. You the item has charges, it loses 1d4 charges. You cannot
learn only that an area or object is suspicious, but not affect artifact items with this ability.
necessarily why it is suspicious. This feature does
not reveal whether a creature is suspicious, but might Infallible Wit
reveal a hidden and/or invisible creature in a room or
7th-level Eye Tyrant feature
that a creature is holding something suspicious.
The eye tyrant’s ability to formulate plans and think of
If there is nothing reasonable to notice within range, any possible permutation that could ruin it is legendary.
then this ability fails and the focus point is wasted.
You can spend 10 minutes lost in thought while loudly
mumbling in order to uncannily predict how events
Ability Score Improvement will play out in the future. Choose a particular activity
4th-level Eye Tyrant feature or goal that you or your group will attempt within the
When you reach 4th level, and again at 8th, 12th, 16th, next 7 days. The GM then tells you whether the activity
and 19th level, you can increase one ability score of is highly likely, somewhat likely, somewhat unlikely, or
your choice by 2, or you can increase two ability scores highly unlikely to succeed. You then learn what action
of your choice by 1. As normal, you can’t increase an you or your group should take in order to increase the
ability score above 20 using this feature. odds of the activity or goal to succeed.
Once you use this feature, you can’t use it again until
Extra Ray you finish a long rest.
5th-level Eye Tyrant feature
You can shoot two rays, instead of one, whenever you Detect
use the Eye Rays class feature. Roll your ray die for 7th-level Eye Tyrant feature
each ray shot in this way, and re-roll duplicate ray You can make Intelligence (Perception) checks as
options (you cannot shoot each ray option more than a bonus action.
once). You can use these rays against the same target or
any other within range.
The number of rays you can shoot increases to three
Spell Reflection
9th-level Eye Tyrant feature
when you reach 11th level in this class and to four when
you reach 20th level in this class. You have advantage on saving throws against spells
that target only you (not in an area of effect). In addition,
if you roll a 20 for the saving throw, the spell has no
Central Eye effect on you and instead targets the caster, using the
5th-level Eye Tyrant feature slot level, spell save DC, attack bonus, and spellcasting
Most eye tyrants possess a primary eye, typically ability of the caster. If the spell requires the caster to
located at its center, which can produce its own special make a decision (such as with the command spell), you
type of ray. Whenever you would roll your ray die using may make those decisions.
your Eye Rays feature, you can instead spend 3 focus
points to shoot a dispelling beam or a devour magic
beam from your primary eye.
Dispelling Beam. Any spell of 3rd level or lower on
the target ends. For each spell of 4th level or higher on
the target, make an Intelligence check. The DC equals

31 CHAPTER 2 | Eye Tyrant


primary central eye. The cone has a range of 120 feet
Disintegrating Ray and can either be aimed in a particular direction or you
11th-level Eye Tyrant feature can have the eye follow a specific creature or object. In
You can spend 6 focus points as an action to produce the latter case, the cone will rotate around your body in
a thin green ray from one of your eyes to a target that such a way that the cone is centered on the creature or
you can see within 60 feet of you. The target can be a object at all times; provided they remain within range.
creature, an object, or a creation of magical force, such At the start of each of your turns, you can change the
as the wall created by the spell wall of force. direction of your cone or the focus of its attention.

A creature targeted by this feature must make a The properties of the cone of antimagic are identical
Dexterity saving throw against your ray save DC. On a to that of the spell antimagic field. The cone of
failed save, the target takes 10d6 + 40 force damage. antimagic lasts for up to 1 hour, until you decide to
The target is disintegrated if this damage reduces it end the effect as a bonus action, until you lose the
to 0 hit points. ability to see through your primary eye, or you fall
unconscious; whichever happens first. Because the
A disintegrated creature and everything it is wearing rays that you produce through your eyes are magical,
and carrying, except magic items, are reduced to a they are dispelled immediately upon entering the
pile of fine gray dust. The creature can be cone of antimagic.
restored to life only by means of a true
resurrection or a wish spell. Once you use this feature, you
cannot do so again until you
This ability automatically finish a long rest.
disintegrates a Large or
smaller nonmagical object
or creation of magical Death Ray
force. If the target is a 17th-level Eye Tyrant feature
Huge or larger object or You can spend 9 focus
creation of force, this points to produce a ray
ability disintegrates of black negative energy
a 10-foot cube from one of your eyes to
portion of it. A magic a creature that you can
item is unaffected see within 60 feet of you.
by this ability. The target must make a
You can use this Constitution saving throw.
feature twice, regaining all If it fails, it is reduced to 0 hit
expended uses when you points. If it succeeds, it takes
finish a long rest. 10d10 necrotic damage.
You can use this feature twice,
Petrifying Ray regaining all expended uses when you
finish a long rest.
13th-level Eye Tyrant feature
You can spend 7 focus points as an action to produce
a thick ray of purple energy from one of your eyes Foresee Danger
towards a creature that you can see within 60 feet of 18th-level Eye Tyrant feature
you. The target must make a Dexterity saving throw. On As enemies approach you, you can attempt to analyze
a failed save, the creature begins to turn to stone and is and predict every possible attack pattern and react
restrained. It must repeat the saving throw at the end of accordingly. Whenever you are the target of an attack
its next turn. On a success, the effect ends. On a failure, roll, you can spend a reaction in order to make an
the creature is petrified until freed by the greater Intelligence (Perception) check. The roll’s result
restoration spell or other magic of similar power. becomes your AC until the end of the turn.
You can use this feature twice, regaining all expended
uses when you finish a long rest. Eye Rays
The magical rays of an eye tyrant are categorized as
Cone of Antimagic either corrupting rays or destructive rays. Whenever
you choose new eye ray options at 2nd, 6th, 10th, and
15th-level Eye Tyrant feature
14th levels, you must choose one from each of the
You can spend 8 focus points as an action to produce an two categories.
invisible and supernatural cone of antimagic from your

CHAPTER 2 | Eye Tyrant 32


Corrupting Rays Destructive Rays
Charm Ray. A creature hit by this ray becomes Fire Ray. The ray’s damage type changes to fire. On a
enamored with you. Until the end of your next turn, it hit, the target ignites if it is flammable. Until the target
must make a Wisdom saving throw whenever it targets or an adjacent creature takes an action to douse the
you with an attack or harmful spell. On a failed save, fire, the target takes 1d8 fire damage at the start of
the creature must choose a new target or lose the attack each of its turns.
or spell. This effect doesn’t prevent the target from
using area effects, such as the explosion of a fireball, Cold Ray. The ray’s damage type changes to cold. On
so long as you are not the only creature in the area of a hit, and you deal an additional 1d8 damage and the
effect. This is a charm effect. target’s speed is reduced by 10 until it either regains 1
hit point or it spends an action to remove the rime on its
Slowing Ray. A creature hit by this ray becomes body. This effect doesn’t stack with itself.
lethargic until the end of your next turn. For the
duration, the target can’t take reactions, makes Lightning Ray. The ray’s damage type changes to
Dexterity saving throws with disadvantage, and every lightning. Whether you hit or miss, make an additional
foot of its movement it uses costs 1 extra foot. attack roll against every creature in a line directly
behind the target up to the ray’s range. The additional
Confusing Ray. A creature hit by this ray becomes attacks deal 1d8 + your Intelligence modifier lightning
discombobulated. At the start of its next turn, it must damage on a hit.
randomly determine a hostile creature it can see.
It must then use its movement to move as close as Psychic Ray. The ray’s damage type changes
possible to that creature before using its action or bonus to psychic. On a hit, the target takes 1d8 psychic
action (if any). This is a charm effect. damage whenever it moves 15 feet until the end of
your next turn. The target does not take this damage
Infuriating Ray. On a hit, the creature has if the movement was forced, magically compelled, or
disadvantage on all attack rolls it makes that don’t due to falling.
target you until the end of your next turn.
Poison Ray. The ray’s damage type changes to poison.
Frightening Ray. On a hit, the target becomes On a hit, you deal an additional 1d8 damage and the
frightened of you until the end of your next turn. target must succeed on a Constitution saving throw or
become poisoned for 1 minute.
Grappling Ray. On a hit, you can either push the
creature 10 feet away from you in a straight line, or Acid Ray. The ray’s damage type changes to acid. On
pull it 10 feet closer to you in a straight line; your a hit and if the target wears armor, the armor becomes
choice. Huge or larger creatures are unaffected by this damaged and receives a permanent (and cumulative)
forced movement. AC reduction of 1. The same happens if the target uses
natural armor, but in this case the reduction lasts until
Enfeebling Ray. On a hit, the target deals only half the target finishes a long rest.
damage with weapon attacks that use Strength until
the end of your next turn. Explosive Ray. The ray’s damage type changes
to thunder. On a hit, the target must succeed on a
Disrupting Ray. On a hit, the target has disadvantage Strength saving throw or fall prone if its size is Large
on the first saving throw it makes until the end of or smaller, and creatures within 5 feet of the target take
your next turn. 1d8 thunder damage.
Gravity Ray. On a hit, Large or smaller creatures Moon Ray. The ray’s damage type changes to
and objects within 15 feet of the target are forcefully radiant. On a hit, you deal an additional 1d8 damage
moved 5 feet closer to the target if there’s room. Until and the creature must make a Constitution saving
the end of your next turn, every space within 15 feet of throw or become blinded until the end of your
the target is difficult terrain so long as creatures are next turn. Shapechangers make the saving throw
attempting to move away from the target. with disadvantage and revert to their original
Vampiric Ray. On a hit, you can immediately spend form if they fail.
and roll a Hit Die to regain hit points equal to the result Seeking Ray. Whether it hits or misses, the target
+ your Constitution modifier (minimum of 1 hit point). takes 1d4+1 force damage (in addition to the normal ray
Draining Ray. On a hit, the target loses one spell slot, damage if it hits). The target can cast shield to negate
decided at random. this extra force damage, if it has the ability to do so.

33 CHAPTER 2 | Eye Tyrant


CHAPTER 2 | Eye Tyrant 34
Serpentfolk
A
rising from the unholy union of ancient
humanoids and serpents, serpentfolk rank
among the most devious and insidious beings
inhabiting the forgotten corners of the world.
These enigmatic entities, melding humanoid and
reptilian features, utilize their sinister allure and
formidable magic to manipulate and dominate those
they encounter.

Offspring of the Serpent


Serpentfolk exhibit a diverse array of appearances,
from humanoid figures with subtle snake-like attributes
to more monstrous forms, where the distinction
between human and reptile blurs. Their bodies
frequently display scales, slit-like eyes, and elongated
fangs, with some even boasting serpentine tails
in lieu of legs.
The origins of serpentfolk lie within ancient
civilizations that succumbed to the influence of
primordial serpent deities. Through sinister rituals
and taboo experiments, these bygone societies
endeavored to merge their forms with those of their
venerated serpent gods, ultimately giving rise to the
serpentfolk of today.

Adept Schemers and


Manipulators
Serpentfolk are infamous for their cunning and
deceit, and are skilled at orchestrating complex plans
and intrigues to further their enigmatic objectives.
They commonly reside in concealed cities or
forsaken temples, scheming to reclaim the splendor
of their ancient empires and extend their dominion
across the world.
Boasting remarkable intellect and charisma,
serpentfolk are proficient in a multitude of languages
and possess a deep understanding of arcane arts. They
leverage their vast knowledge and captivating charm to
subjugate others, forging extensive networks of spies,
cultists, and minions to fulfill their sinister aims.

35 CHAPTER 3 | Serpentfolk
Occasionally, a serpentfolk may venture beyond their d10 Serpentine Ancestor
stronghold, driven by ambition, inquisitiveness, or the
pursuit of their people’s interests. Such individuals 1 Python. Your scales come in various colors and
patterns, ranging from green and brown to more
often form tenuous alliances with other creatures,
vibrant hues like yellow or orange. You are large and
exploiting their remarkable talents to further their own powerful, with a strong muscular build. You have a
clandestine goals. predisposition to be patient and calculating.

Creating a Serpentfolk 2 Coral Snake. Your scales are vibrant and colorful, with
alternating bands of red, yellow, and black. Your body
Creating a serpentfolk character is more is small and skinny. You have a predisposition to use
straightforward than many other monstrous races misdirection to overcome obstacles.
featured in this book, as they possess a number of 3 Viper. Your scales reflect the natural colors of your
similarities with humans—some even speculate homeland, helping you camouflage in your native
that the two share common ancestors. The primary environment. Your fangs (or canines) are particularly
distinction to remember is that their reptilian minds long, and fold into your mouth when you close it. You
have a predisposition to solve conflicts with threats.
make them highly logical, often at the expense of
their emotional capacity. While they are incredibly 4 Sea Snake. Your scales come in a variety of colors,
pragmatic, serpentfolk still experience desires for such as black, gray, green, or blue, often with bands or
sensory pleasures and sustenance. Indulgence in patterns that help you blend into ocean environments.
Your body is tall with long limbs, allowing you to swim
decadence is one of the few weaknesses that may tempt
with ease. You have a predisposition to be adaptable
a serpentfolk, which is why it is considered taboo within and curious.
their societies.
5 Anaconda. Your scales are typically green or brown,
with distinctive patterns that help you blend into
Serpentine Ancestor your surroundings. You are large and powerful, with
a strong muscular build. You have a predisposition to
Each serpentfolk is born with unique snake-like solve problems with raw power.
characteristics, the result of an unpredictable and 6 Rattlesnake. Your scales are typically brown, tan, or
unalterable mutation. Within their communities, gray, with unique diamond or hexagonal patterns. Your
however, many serpentfolk exhibit similar traits and tail or body makes a distinctive rattling sound when
colorations, owing to the distinct serpentine bloodline agitated. You have a predisposition to plan tactically
coursing through their veins. This serpentine ancestor for every eventuality.
varies among groups and can be a source of immense 7 Cobra. Your scales can be black or gray on the back,
pride or even cause internal strife within a community. with lighter tones of brown on the front. Your body
Choose from the options below to determine how your possesses a hood-like frill around your neck, which
ancestry has shaped you. flares when you are angered. You have a predisposition
to be confident and assertive, often intimidating
others into obedience.
8 Mamba. Your scales are dark gray or olive green,
sometimes with a slight bluish hue. Your body
is fast and agile. You have a predisposition
towards assassinations.
9 King Snake. Your scales come in a variety of colors,
often with bands or stripes of red, white, or black. Your
body’s natural resistance to serpentfolk poisons is
feared among your kind. You have a predisposition to
be self-reliant and solitary.
10 Lachesis. Your scales are usually brown or gray, with
distinctive V-shaped markings along your back. Your
body is well rounded and muscular. You have a
predisposition to be quiet and reserved.

CHAPTER 3 | Serpentfolk 36
Poisons Secret Task
Serpentfolk are typically trained in the handling and As you develop your serpentfolk character, one crucial
crafting of poisons from an early age, reflecting a aspect to consider is their motivation for venturing
culture that values self-reliance and dominance over out into the world. Serpentfolk are always driven by
others. To stand out in this competitive society, many a purpose, relentlessly pursuing a plan, and never
choose to specialize in a particular type of poison, sitting idle. If you are out on an adventure, it is highly
likely you have a mission to accomplish. Typically
believing that their unique expertise will protect them
assigned by a serpent priest, these missions may
from assassination by their peers. Others may favor a be long-term endeavors, but failure is not an option;
specific poison tailored to the tasks assigned by their dire consequences, including death, may await
superiors. When creating your character, think about those who fail.
how you employ your knowledge of toxins to accomplish
the missions you are entrusted with. d12 Secret Task
1 Infiltrate a powerful kingdom’s court and subtly
d8 Poisons manipulate its nobles to incite conflict, destabilizing
1 You believe the ultimate poison inflicts immediate, the region and paving the way for a future invasion.
lethal damage. Your aim is to cause maximum
2 Locate a rare and mystical serpent whose venom is
destruction with the smallest possible dose.
believed to hold the secret to unlocking new abilities
2 Your poisons are designed to debilitate enemies, for the serpentfolk. You must capture and experiment
paving the way for a decisive final strike. Your toxins on the creature to unearth its secrets.
impair vision, movement, or other vital functions.
3 Establish a secret nexus of paid informants in a
3 Ingested poisons are your specialty, carefully crafted bustling city, recruiting and converting key figures to
to be undetectable in flavor. You deftly introduce them serve as agents for serpentfolk.
into food or drink, awaiting the unsuspecting target.
4 Assassinate a prominent religious figure who has
4 Your expertise lies in mind-altering toxins, causing been rallying people against the worship of serpent
confusion or hallucinations in your victims. These deities, ensuring the continued growth of your
psychological weapons keep your enemies off-balance. people’s influence.
5 Inhaled poisons fascinate you, as they can be 5 Locate and secure a hidden cache of potent
unleashed through cleverly constructed traps. serpentfolk venom, rumored to be buried deep
Your enemies are helpless, surrounded by deadly, within the sewers of a great city. The venom is said to
noxious gasses. possess the power to transform humanoids and others
6 Your poisons embody the art of subtlety, taking into serpent-like creatures.
effect hours or even days after exposure. These 6 Investigate the resurgence of a rival serpent cult that
delayed toxins ensure your enemies never see their threatens the hegemony of your people. Infiltrate
doom approaching. their ranks, learn their secrets, and dismantle their
7 You harness the potent venom of hunted creatures organization from within.
such as scorpions, wyverns, and spiders. Resourceful 7 Forge a secret alliance with a powerful dragon, offering
and adaptive, you extract toxins from the world your people’s loyalty in exchange for protection
around you. and resources.
8 The countless plants and fungi you collect on your 8 Uncover the secret of a powerful curse that has
journeys provide the basis for your concoctions. befallen a serpentfolk priestess and rendered her
The thrill of discovering new toxins through powerless. Find a cure and restore her to her rightful
experimentation drives your passion. place of power.
9 Unearth the remains of a legendary serpentfolk hero,
whose spirit is said to hold the key to powerful magic.
Perform a ritual to commune with the spirit and
acquire this knowledge.
10 Kidnap and replace a prominent military commander,
manipulating the armed forces to undermine the
security of a targeted nation.
11 Sabotage a powerful alliance between two neighboring
cities by inciting mistrust and discord.
12 Track down a rogue serpentfolk who has defected
from the community and stolen crucial information.
Capture or eliminate them before those secrets can
harm your people.

37 CHAPTER 3 | Serpentfolk
Racial Features Class Features
The serpentfolk is both a player race and a class, so
you don’t choose a separate race when you choose this Hit Points
class for your character. As a serpentfolk, you have the Hit Dice: 1d8 per serpentfolk level
following racial traits: Hit Points at 1st Level: 8 + your Constitution modifier
Ability Score Increase. Your Intelligence score Hit Points at Higher Levels: 1d8 (or 5) + your
increases by 2, and your Charisma score increases by 1. Constitution modifier per serpentfolk level after 1st

Creature Type. You are a Monstrosity. Proficiencies


Age. Serpentfolk reach their adult size quickly: Armor: None
purebloods by age 4, halfbloods by age 6, and Weapons: Simple weapons, hand crossbows, scimitars,
abominations by age 8. Mental maturity develops even tridents, whips, nets
faster, with most serpentfolk learning how to speak Tools: Poisoner’s Kit
eloquently by their first month, and subsequently
learning logic and even basic engineering and military Saving Throws: Dexterity, Intelligence
strategy within their first year. They typically share Skills: Choose four from Deception, Insight,
similar life spans to humans, averaging between 80 to Intimidation, Investigation, Medicine, Nature,
120 years of life. Perception, Persuasion, Religion, Stealth, and Survival

Alignment. Serpentfolk’s brain composition is devoid Equipment


of any feelings of emotion. They see other creatures You start with the following equipment, in addition to
as instruments to be used and discarded at their the equipment granted by your background:
convenience. To them, the world is a puzzle to be solved
and conquered. They are typically neutral evil. • (a) leather armor, shortbow, and 20 arrows or (b)
chain mail or (c) fine clothes
Size. Purebloods’ dimensions are identical to humans. • (a) poisoner’s kit or (b) a martial weapon and
Halfbloods, on the other hand, can vary depending on a shield or (c) two martial weapons
the extent of the mutations. Most notable are those born
with serpentine tails. Such halfbloods can reach up to • (a) a burglar’s pack or (b) an diplomat’s pack
20 feet in length from head to tail-tip. Abominations or (c) an explorer’s pack
are bulkier, taller, and typically possess thicker and
more pronounced tails than mutated halfbloods.
Purebloods and halfbloods are Medium creatures, Natural Weapons
while abominations are considered Large. Halfblood and abomination serpentfolk gain access to
snake traits which function as natural weapons. Provided
Speed. Your base walking speed is 30 feet.
you possess the correct anatomy to use them, they
Darkvision. You have darkvision out to a function as follows:
range of 60 feet. Bite. Your fangs are natural weapons. If you hit with
them, you deal piercing damage equal to 1d4 + your
Natural Magic. You know the poison spray cantrip. Strength or Dexterity modifier + 1d4 poison damage.
You can cast animal friendship any number of times You can use your Strength or Dexterity modifier for
with this trait, but you can target only snakes with it. the attack roll.
Starting at 3rd level, you can also cast suggestion with Tail. Your tail is a natural weapon. If you hit with it, you
this trait. Once you cast it in this way, you can’t do so deal bludgeoning damage equal to 1d6 + your Strength or
again until you finish a long rest. As a psionic caster, Dexterity modifier. If you hit a creature that is Medium or
Intelligence is your spellcasting ability for these spells. smaller with this attack, you can choose to automatically
grapple it. You cannot attack with your tail while grappling
Poison Immunity. You are immune to poison damage a creature with it. You can use your Strength or Dexterity
and the poisoned condition. modifier for the attack roll.
Languages. You can speak, read, and write Common
and one extra language of your choice.

CHAPTER 3 | Serpentfolk 38
THE SERPENTFOLK
Proficiency Maximum
Level Bonus Toxicant Doses Features
1st +2 — Ophidian Breed
2nd +2 — Snakeblood
3rd +2 3 Toxicant
4th +2 4 Ability Score Improvement
5th +3 5 Venomancer, Extra Attack
6th +3 6 Cursed Fangs, Ophidian Breed feature
7th +3 7 Shed Skin
8th +3 8 Ability Score Improvement
9th +4 9 Ophidian Breed feature
10th +4 10 Cunning Mind
11th +4 11 Corrosive Poison
12th +4 12 Ability Score Improvement
13th +5 13 Blindsense
14th +5 14 Ophidian Breed feature
15th +5 15 Improved Shed Skin
16th +5 16 Ability Score Improvement
17th +6 17 Bathing Toxins
18th +6 18 Ophidian Breed feature
19th +6 19 Ability Score Improvement
20th +6 20 Thrill of the Hunt

Ophidian Breed check using your Intelligence score instead of any


1st-level Serpentfolk feature other ability score.
You were born with the blood of serpents flowing Serpent senses. You gain a +5 bonus to initiative.
through your veins. This gift grants bodily mutations
which are defined at birth. The level of mutation Serpent shift. You can cast the spell polymorph, but
establishes which breed of serpentfolk you only to target yourself and only to transform into a
belong to, along with your ordained place within poisonous snake (PHB 308). Once you use this feature,
serpentfolk society. you can’t do so again until you finish a short rest.
Choose between Pureblood, Halfblood, and
Abomination, all detailed at the end of the class Toxicant
description. The breed you choose grants you features 3rd-level Serpentfolk feature
at 1st level, and again at 6th, 9th, 14th, and 18th level.
You gain expertise with the poisoner’s kit.

Snakeblood As part of a long rest, you can use a poisoner’s kit to


create a number of toxic poison doses up to your level
2nd-level Serpentfolk feature in this class. The doses retain their potency for 24
Through obscure rituals or demonic intervention, your hours and you can’t ever have more doses than what
ancestors imbibed in the lifeblood of serpents. Your your level allows.
lineage runs deep and bestows upon you the following
ophidian blessings. You can coat one slashing or piercing weapon or a
piece of ammunition with one of these doses as an
Serpent brilliance. Whenever you make an action or a bonus action. Once applied, the poison
ability check, provided you are allowed to take at retains potency for 1 minute before drying.
least 10 minutes in preparation, you can make the

39 CHAPTER 3 | Serpentfolk
The poison is expended when the weapon or
ammunition hits a target while coated in this way. Cursed Fangs
When a creature takes damage from the coated weapon 6th-level Serpentfolk feature
or ammunition, that creature must succeed on a Your natural weapon attacks count as magical for the
Constitution saving throw or take 1d8 poison damage purpose of overcoming resistance and immunity to
and become poisoned until the end of your next turn. nonmagical attacks and damage.
The saving throw DC is calculated as follows:
Toxicant save DC = 8 + your proficiency bonus Shed Skin
+ your Intelligence modifier
7th-level Serpentfolk feature
Your deep knowledge of toxins also grants you the You gain the ability to quickly shed your skin and
ability to create exotic poisons using your poisoner’s kit. escape entrapment. As an action, you can regain hit
You gain access to a list of poisons which you can craft, points equal to three times your serpentfolk level and
all detailed at the end of this class description. You remove the grappled or restrained conditions from
can craft any of these poisons with a poisoner’s kit and yourself if you had them. Until the end of your turn, you
one hour of work, provided you spend the gold cost in are unaffected by difficult terrain and any reduction in
material components. speed caused by spells or effects that targeted only you.
Once you use this feature, you cannot do so again until
you finish a long rest.
Ability Score Improvement
4th-level Serpentfolk feature
When you reach 4th level, and again at 8th, 12th, 16th,
Cunning Mind
and 19th level, you can increase one ability score of 10th-level Serpentfolk feature
your choice by 2, or you can increase two ability scores Whenever you would make a non-Intelligence
of your choice by 1. As normal, you can’t increase an saving throw, you can use your reaction to make an
ability score above 20 using this feature. Intelligence saving throw instead.

Venomancer Corrosive Poison


5th-level Serpentfolk feature 11th-level Serpentfolk feature
Your connection to your profane origins deepens, Your toxic poison doses ignore other creatures’
granting your toxins greater potency and allowing you natural immunity to the poisoned condition. However,
to cripple even the hardiest of enemies. immunity to the poisoned condition obtained through
magical means (such as from a spell or magic item) is
• Whenever you roll poison damage when using a toxic not ignored by this feature.
poison dose from your Toxicant feature, casting a
spell, or dealing the poison damage of your natural
weapon, you roll one additional poison damage Blindsense
die. This bonus increases to two additional poison 13th-level Serpentfolk feature
damage dice at 11th level, and to three additional
If you are able to hear, you are aware of the location of
poison damage dice at 17th level.
any hidden or invisible creature within 10 feet of you.
• Other creatures with immunity to poison damage
instead take half damage from poison damage
you deal to them, and you ignore resistance Improved Shed Skin
to poison damage. 15th-level Serpentfolk feature
You can now use your Shed Skin feature up to
Extra Attack three times, regaining expended uses when you
finish a long rest.
5th-level Serpentfolk feature
In addition, you may choose to use your Shed Skin
You can attack twice, instead of once, whenever you feature as a reaction after taking damage. If you do,
take the Attack action on your turn. you can also move up to your speed without provoking
attacks of opportunity. You may activate Shed Skin as a
reaction even if the damage reduces your hit points to 0,
provided the subsequent healing from Shed Skin leaves
you with at least 1 hit point.

CHAPTER 3 | Serpentfolk 40
Bathing Toxins Uncanny Dodge
17th-level Serpenfolk feature 6th-level Pureblood feature
Whenever you would take poison damage (if not When an attacker that you can see hits you with an
for your immunity), you can spend your reaction to attack, you can use your reaction to halve the attack’s
regain hit points equal to the damage you would have damage against you.
otherwise taken.
You can use this feature a number of times equal to Expert Poisoner
your proficiency bonus, regaining all expended uses 9th-level Pureblood feature
when you finish a long rest.
Poisons you create take you half of the normal time
to craft and cost you half as much of the usual gold
Thrill of the Hunt cost in materials.
20th-level Serpentfolk feature
Whenever you reduce a hostile creature to 0 hit points, Use Magic Device
you gain 30 temporary hit points. You have advantage 14th-level Pureblood feature
on all saving throws while you have any of these
temporary hit points remaining. Your insidious training has allowed you to use the
weapons of your enemies against them. You ignore
all class, race, and level requirements on the use
Ophidian Breeds of magic items.
The snakefolk society thrives on a hierarchical caste
system, where those possessing pronounced serpentine
traits relish opulent lifestyles, while others endure Opportunistic Killer
strenuous labor. 18th-level Pureblood feature
You have advantage on attack rolls against
poisoned creatures, and your weapon damage is
Pureblood doubled against them.
Derisively dubbed “purebloods,” these individuals
occupy the lowest rung of the snakefolk ladder.
Purebloods are often tasked with infiltrating human
settlements to sow corruption from within.

Espionage Training
1st-level Pureblood feature
You were trained from the moment you hatched to
become a disposable instrument of reconnaissance and
subversion. You gain the following features:
• You gain proficiency in either the disguise kit, the
forgery kit, or thieves’ tools, your choice.
• You gain proficiency in light armor.
• Choose between Deception or Stealth. You gain
expertise in the chosen skill.
• You learn one language of your choice.
• You can cast the spell disguise self without the need
for a spell slot. You can do so a number of times
equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

41 CHAPTER 3 | Serpentfolk
You gain three additional
Halfblood superiority dice at 3rd level,
then one at 6th level and one
Comprising the bulk of the snakefolk population,
more at 14th level.
halfbloods perform the lion’s share of craftsmanship,
education, and warfare within their society. A superiority die is expended
when you use it. You regain
Serpentine Limb your expended superiority
dice when you finish a
1st-level Halfblood feature short or long rest.
Serpentfolk halfbloods are born mutated with one of
nearly infinite possible forms, though the large majority
who are blessed with ophidian traits take on three
Tactical Warfare
particular variations. Choose whether your halfblood 6th-level Halfblood feature
possesses a snake head, a snake tail, or snake Your weapon attacks score a critical hit
arms. Refer to the Natural Weapons boxed table for on a roll of 19 or 20. In addition, if the
information about your natural weapons. result of one of your weapon attacks
exceeds the target’s AC by 10 then
Snake Head. In place of a humanoid head, you
your attack becomes a critical hit if
have the scaled, hissing face of a serpent. You have
it wasn’t already.
advantage on Charisma (Intimidation) checks. You can
use your bite as a natural weapon. Starting from 14th level, your
weapon attacks score a critical
Snake Tail. Instead of legs, you possess a long snake
hit on a roll of 18, 19, or 20.
tail which grants you a swimming speed of 30 feet. You
Moreover, you regain one expended
can use your tail as a natural weapon.
superiority dice whenever you score
Snake Arms. Each of your shoulders sprouts a snake a critical hit with a weapon attack.
where arms should be. The snakes regrow within 24
hours if severed. You have the ability to transform each
snake into a traditional human arm (or vice versa) as an
Reptilian Insight
action, allowing you to easily grasp objects and possibly 9th-level Halfblood feature
pass as a human. You can use the bite of your snake If you spend at least 10 minutes
arms as natural weapons. interacting with or observing a creature, in or outside
combat, you gain insight into its strength. For as long
Martially Conditioned as you can see the creature, you know how many hit
points it has. This effect ends if you lose sight of the
1st-level Halfblood feature creature for at least 24 hours.
You have martial training that grants you proficiency in You can expend a superiority die as a bonus action to
all armor and shields, as well as martial weapons. Your gain this benefit without spending the usual 10 minutes
hit point maximum increases by 1, and it increases by 1 of study. You then gain temporary hit points equal to the
every time you gain a level. In addition, you can perform superiority die roll + your Intelligence modifier.
special combat maneuvers. You learn three maneuvers
of your choice from among those available to the
Battle Master archetype in the fighter class. You learn Study of War
two additional maneuvers of your choice at 6th, 9th, 18th-level Halfblood feature
and 14th level. Each time you learn new maneuvers,
Combining your martial prowess with your analytical
you can also replace one maneuver you know with
mind has granted you the following features:
a different one.
• When you hit a creature with a weapon attack,
If a maneuver you use requires your target to make a that creature takes extra damage equal to your
saving throw to resist the maneuver’s effects, the saving Intelligence modifier (minimum 1).
throw DC equals 8 + your proficiency bonus + your
• Whenever you expend a superiority dice, you regain
Strength or Dexterity modifier (your choice).
hit points equal to the amount rolled.
You gain one superiority die, which is a d8 (this die
is added to any superiority dice you have from another
source). This die is used to fuel your maneuvers.

CHAPTER 3 | Serpentfolk 42
Abomination Desecrated Blood
9th-level Abomination feature
Exceedingly rare, the birth of an abomination sparks
widespread celebration. Serving as esteemed clerics You gain resistance to acid damage. Whenever a
and adjudicators in snakefolk society, abominations creature hits you with a melee attack while within 5 feet
luxuriate in lives of indulgence and excess. of you, that creature takes 5 acid damage. Creatures
which swallow you take 10 acid damage at the
beginning of each of your turns for as long as you are
Serpentine Form inside of them.
1st-level Abomination feature
Your form is honored amongst serpentfolk society as Powerful Scales
the pinnacle of your kind. Bearing a full ophidian body, 14th-level Abomination feature
you gain the following benefits: You gain resistance to bludgeoning, piercing, and
• While you are not wearing any armor, your Armor slashing damage from nonmagical attacks.
Class equals 10 + your Constitution modifier + your
Intelligence modifier. You can use a shield and still
gain this benefit.
Aura of Ophidiophobia
18th-level Abomination feature
• Your hit point maximum increases by 2, and it
increases by 2 every time you gain a level. You are permanently affected by the antipathy effect of
the spell antipathy/sympathy. At the end of each long
• You gain proficiency in martial weapons. rest, you must designate a kind of intelligent creature
• You can use your bite and tail as natural weapons. such as hobgoblins, green dragons, or ghouls to be
• You can accurately recall anything you have seen or repelled by the effect. You can choose to end this effect
at any time, and cannot reactivate it again until you
heard within the past month.
finish a long rest.

Innate Spellcasting
6th-level Abomination feature
Your undiluted ophidian blood grants you a facility with
psionic spells, bestowed upon you by the profane rituals
that shaped your kind. Choose four 1st-level spells and
two 2nd-level spells from any class but only from the
enchantment school of magic. You can cast each of
these spells at their lowest level once without the need
for a spell slot. You must finish a long rest before you
can do so again.
At higher levels, you gain more enchantment spells of
your choice that can be cast in this way: two 3rd-level
spells at 9th level, two 4th-level spells at 14th level, and
two 5th-level spells at 18th level. You regain all uses of
your Innate Spellcasting spells when you finish a long
rest. Whenever you gain a level in this class, you may
exchange a known spell from this feature for another
enchantment spell of the same level.
Your spellcasting ability for these spells is Intelligence.
You require no material components for these spells
unless the material component has a gold piece cost.
Spell save DC = 8 + your proficiency bonus
+ your Intelligence modifier

43 CHAPTER 3 | Serpentfolk
Craftable Poisons Poison Table
Poison Type Price per Dose
Your intimate knowledge of toxins grants you the
Assassin’s Blood Ingested 150 gp
ability to craft any of the following poisons using
your poisoner’s kit. You need no recipe or special Basic Poison Injury 50 gp
ingredients, but you must spend the required gold Burnt othur fumes Inhaled 500 gp
amount in material components and at least one hour of Crawler mucus Contact 200 gp
work per dose created.
Drow poison Injury 200 gp
Poisons come in the following four types: Essence of ether Inhaled 300 gp
Contact. A contact poison can be smeared on an Malice Inhaled 250 gp
object and remains potent until it is touched or washed Midnight tears Ingested 1,500 gp
off. A creature that touches contact poison with their
Oil of taggit Contact 400 gp
exposed skin suffers its effects.
Pale tincture Ingested 250 gp
Ingested. A creature must swallow an entire dose Purple worm poison Injury 2,000 gp
of ingested poison to suffer its effects. The dose
Serpent venom Injury 200 gp
can be delivered in food or a liquid. A partial dose
has a reduced effect, dealing only half damage Torpor Ingested 600 gp
on a failed save. Truth serum Ingested 150 gp
Wyvern poison Injury 1,200 gp
Inhaled. These poisons are powders or gasses that
take effect when inhaled. Blowing the powder or
releasing the gas subjects creatures in a 5-foot cube to Each type of poison has its own debilitating effects:
its effect. The resulting cloud dissipates immediately
afterward. Holding one’s breath is ineffective against Assassin’s Blood (Ingested). A creature subjected
inhaled poisons, as they affect nasal membranes, tear to this poison must make a DC 10 Constitution saving
ducts, and other parts of the body. throw. On a failed save, it takes 6 (1d12) poison damage
and is poisoned for 24 hours. On a successful save, the
Injury. Injury poison can be applied to weapons, creature takes half damage and isn’t poisoned.
ammunition, trap components, and other objects that
deal piercing or slashing damage and remains potent Basic Poison (Injury). This poison may be harvested
until delivered three times through wounds or washed from any creature with natural venomous glands. A
off. A creature that takes piercing or slashing damage creature subjected to this poison must make a DC 10
from an object coated with the poison is exposed Constitution saving throw or take 1d4 poison damage.
to its effects.
Burnt Othur Fumes (Inhaled). A creature subjected
to this poison must succeed on a DC 13 Constitution
saving throw or take 10 (3d6) poison damage, and must
repeat the saving throw at the start of each of its turns.
On each successive failed save, the character takes
3 (1d6) poison damage. After three successful saves,
the poison ends.
Crawler Mucus (Contact). This poison may be
harvested from a dead or incapacitated crawler. A
creature subjected to this poison must succeed on a
DC 13 Constitution saving throw or be poisoned for
1 minute. The poisoned creature is paralyzed. The
creature can repeat the saving throw at the end of each
of its turns, ending the effect on itself on a success.

CHAPTER 3 | Serpentfolk 44
Drow Poison (Injury). This poison is typically made Torpor (Ingested). A creature subjected to this poison
only by the drow, and only in a place far removed from must succeed on a DC 15 Constitution saving throw or
sunlight. A creature subjected to this poison must become poisoned for 4d6 hours. The poisoned creature
succeed on a DC 13 Constitution saving throw or be is incapacitated.
poisoned for 1 hour. If the saving throw fails by 5 or
more, the creature is also unconscious while poisoned Truth Serum (Ingested). A creature subjected to this
in this way. The creature wakes up if it takes damage or poison must succeed on a DC 11 Constitution saving
if another creature takes an action to shake it awake. throw or become poisoned for 1 hour. The poisoned
creature can’t knowingly speak a lie, as if under the
Essence of Ether (Inhaled). A creature subjected effect of a zone of truth spell.
to this poison must succeed on a DC 15 Constitution
saving throw or become poisoned for 8 hours. The Wyvern Poison (Injury). This poison may be
poisoned creature is unconscious. The creature wakes harvested from a dead or incapacitated wyvern. A
up if it takes damage or if another creature takes an creature subjected to this poison must make a DC
action to shake it awake. 15 Constitution saving throw, taking 24 (7d6) poison
damage on a failed save, or half as much damage on a
Malice (Inhaled). A creature subjected to this successful one.
poison must succeed on a DC 15 Constitution saving
throw or become poisoned for 1 hour. The poisoned
creature is blinded.
Midnight Tears (Ingested). A creature that ingests
this poison suffers no effect until the stroke of midnight.
If the poison has not been neutralized before then, the
creature must succeed on a DC 17 Constitution saving
throw, taking 31 (9d6) poison damage on a failed save,
or half as much damage on a successful one.
Oil of Taggit (Contact). A creature subjected to this
poison must succeed on a DC 13 Constitution saving
throw or become poisoned for 24 hours. The poisoned
creature is unconscious. The creature wakes up if
it takes damage.
Pale Tincture (Ingested). A creature subjected to this
poison must succeed on a DC 16 Constitution saving
throw or take 3 (1d6) poison damage and become
poisoned. The poisoned creature must repeat the
saving throw every 24 hours, taking 3 (1d6) poison
damage on a failed save. Until this poison ends, the
damage the poison deals can’t be healed by any means.
After seven successful saving throws, the effect ends
and the creature can heal normally.
Purple Worm Poison (Injury). This poison may be
harvested from a dead or incapacitated purple worm.
A creature subjected to this poison must make a DC
19 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.
Serpent Venom (Injury). This poison may be
harvested from a dead or incapacitated giant poisonous
snake. A creature subjected to this poison must succeed
on a DC 11 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half as much
damage on a successful one.

45 CHAPTER 3 | Serpentfolk
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