SIGNING IN

Points de Vie

Dés de Vie 1d10 par niveau

Maîtrises

DEX , CHA

Icon

Niveau Bonus de Maîtrise Capacités Personas Held Talents Known Augments Known Psi Points Psi Limit
1 + 2 Cognitive Personas 2 - - - -
2 + 2 Cognitive Personas 2 2 3 4 2
3 + 2 Cognitive Personas 2 2 4 6 2
4 + 2 Cognitive Personas 2 2 5 6 2
5 + 3 Cognitive Personas 3 2 5 16 4
6 + 3 Cognitive Personas 3 3 6 16 4
7 + 3 Cognitive Personas 3 3 7 20 4
8 + 3 Cognitive Personas 3 3 8 20 4
9 + 4 Cognitive Personas 4 3 9 32 6
10 + 4 Cognitive Personas 4 4 10 32 6
11 + 4 Cognitive Personas 4 4 10 38 6
12 + 4 Cognitive Personas 4 4 11 38 6
13 + 5 Cognitive Personas 5 4 12 46 8
14 + 5 Cognitive Personas 5 4 13 46 8
15 + 5 Cognitive Personas 5 4 13 54 8
16 + 5 Cognitive Personas 5 4 14 54 8
17 + 6 Cognitive Personas 6 4 14 72 10
18 + 6 Cognitive Personas 6 4 15 72 10
19 + 6 Cognitive Personas 6 4 15 82 10
20 + 6 Cognitive Personas 6 4 16 82 10

Sorts de Classe

aura beacon|psions primer aura of charm|psions primer aura of comfort|psions primer aura of fury|psions primer aura of victory|psions primer aura of jubilation|psions primer aura beam|psions primer aura of malice|psions primer aura of awe|psions primer autonomous vitality|psions primer vital surge|psions primer autonomic restoration|psions primer psychic prowess|psions primer soothing impulse|psions primer vitality transfer|psions primer beacon of recovery|psions primer revitalization|psions primer share pain|psions primer psychic defibrilation|psions primer vitality transfer field|psions primer battle trance|psions primer brute strike|psions primer enmity feedback|psions primer harness hostility|psions primer launching strike|psions primer psychokinetic weapon|psions primer melee combat prescience|psions primer energy ray|psions primer cold snap|psions primer pyrokinesis|psions primer synaptic arc|psions primer cryo wave|psions primer pyrokinetic detonation|psions primer ultrasonic tone|psions primer energy wave|psions primer polar vortex|psions primer synaptic leap|psions primer cryo barrier|psions primer immolate self|psions primer noise barrier|psions primer synaptic web|psions primer ultrasonic boom|psions primer inertial transference|psions primer urgent charge|psions primer urgent movement|psions primer decelerate|psions primer inertial armor|psions primer inertial barrier|psions primer urgent violence|psions primer accelerate|psions primer gravitic field|psions primer tactical aura|psions primer inertial nullification|psions primer gravitic spike|psions primer mind thrust|psions primer disconcerting lash|psions primer implant beacon|psions primer psionic blast|psions primer ego whip|psions primer psychic daze|psions primer id insinuation|psions primer mind storm|psions primer apathy impulse|psions primer mind blast|psions primer mind seize|psions primer telepathic weight|psions primer mindlink|psions primer compel confession|psions primer mental inquisition|psions primer metaconcert|psions primer mislead|psions primer telepathic slap|psions primer missive|psions primer read thoughts|psions primer absolute terror|psions primer anger impulse|psions primer pry memories|psions primer correspond|psions primer inception|psions primer post-hypnotic suggestion|psions primer assume control|psions primer mystic displacement|psions primer baleful displacement|psions primer mystic traveler|psions primer dissipating touch|psions primer temporal shunt|psions primer immovability|psions primer mystic anchor|psions primer mystic caravan|psions primer speed of thought|psions primer motion blur|psions primer nomadic shift|psions primer nomadic slingshot|psions primer nomadic transposition|psions primer baleful transposition|psions primer sudden step|psions primer nomadic recall|psions primer nomadic travel|psions primer nomadic doorway|psions primer true shot|psions primer assess foe|psions primer charged shot|psions primer prescient shot|psions primer synchronized sight|psions primer mystic ammunition|psions primer seeking shot|psions primer ranged combat prescience|psions primer impaling shot|psions primer wild talent|psions primer courageous recall|psions primer body equilibrium|psions primer fearful recall|psions primer sudden intuition|psions primer umbra sight|psions primer aura sight|psions primer psychic grasp|psions primer touchsight|psions primer sense link|psions primer realized potential|psions primer

Capacités de Classe

Niveau 1

Cognitive Personas

Niveau 10

Psionic Potency (1d8)

Niveau 11

Iconic Archetype feature

Niveau 12

Ability Score Improvement
Proficiency Versatility

Niveau 14

Cognitive Personas (no action swap)
Psionic Potency (1d10)

Niveau 15

Iconic Archetype feature

Niveau 16

Ability Score Improvement
Proficiency Versatility

Niveau 18

Cognitive Personas (Cognitive Projection 3/rest)
Psionic Potency (1d12)

Niveau 19

Ability Score Improvement
Proficiency Versatility

Niveau 2

Psionics
Psionic Potency

Niveau 20

The World

Niveau 3

Iconic Archetype

Niveau 4

Ability Score Improvement
Proficiency Versatility

Niveau 5

Cognitive Personas (bonus action swap)
Iconic Archetype feature

Niveau 6

Cognitive Personas (Cognitive Projection 2/rest)
Psionic Potency (1d6)

Niveau 7

Id Barrier

Niveau 8

Ability Score Improvement
Proficiency Versatility

Maîtrises

Armor

light

shield

Weapons

simple

martial

Skills

Équipement de Départ

(a) a rapier and a shield, or (b) two martial weapons
(a) five handaxes, or (b) any simple weapon

Capacités de Classe

Cognitive Personas (Level 1)

As an icon, you gain the ability to don psychological 'masks' called cognitive personas. These personas are iconic reflections of attitudes and dispositions drawn from the collective unconscious and bound together to present a barrier between one's true inner self and the obstacles and dangers encountered in the world.

Donning a persona is an entirely mental change; your physical form and appearance do not typically change when you don a persona, unless otherwise specified.

Personas Held

Whenever you finish a long rest, you may cast your mind into the collective unconscious and select a number of personas to hold within you, choosing from available Cognitive Personas.

Initially, you can hold only two personas at once, though your capacity grows when you reach certain levels in this class, as shown in the Personas Held column of the Icon table.

Active Persona and Swapping

You can only have one active persona at a time. You change your active persona by switching which 'mask' you currently 'wear.' When you select the personas you hold within you after a long rest, you must choose one to become your active persona. Your chosen persona remains your active persona even if you sleep, are knocked unconscious, or are otherwise incapacitated.

As an action, you may swap your active persona for another persona you currently have held; the chosen persona becomes your new active persona until you swap it again or finish a long rest.

Starting at 5th level, you may swap your active persona as a bonus action instead of an action, and when you reach 14th level, swapping no longer requires an action of any kind—but you may still only do so while you are conscious and only once during your turn.

Persona Benefits

Each persona has a constant benefit associated with it. You only gain a persona's benefit if that persona is your active persona. If you wish to gain a different persona's benefit, you must swap your active persona.

Cognitive Projection

As an icon, you have the ability to psychically project a magical effect from your active persona called a Cognitive Projection.

When you use your Cognitive Projection, it takes on the effect of the Cognitive Projection ability of your active persona. You must then finish a short or long rest to use your Cognitive Projection again.

Some Cognitive Projection abilities require saving throws. When you use such an ability from a persona, the DC equals 8 + your proficiency modifier + your Charisma modifier.

Beginning at 6th level, you can use your Cognitive Projection twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain all of your expended uses.

Psionics (Level 2)

Starting at 2nd level, you realize your psionic potential, gaining the use of talents and augments, the rules for which appear in Chapter 4. Psionic powers are magical effects.

Psionic Talents

A psionic talent is a psionic power that is a cantrip spell. You know two psionic talents of your choice from the icon talent list. You learn additional icon talents of your choice at higher levels, as shown in the Talents Known column of the Icon table.

Augments

An augment is a psionic power that augments a psionic talent. You must be focusing on an augment's corresponding psionic talent in order to manifest it. When you reach 2nd level, you know three 1st-level powers that augment the icon talents you know.

The Augments Known column of the Icon table shows when you learn more augments of your choice. When the table indicates that you learn a new augment, you may only choose a power that augments one of the icon talents you know. Each of these augments must have a psi cost no greater than your psi limit (see below).

For instance, when you reach 6th level in this class, you learn one new psionic power that augments an icon talent you know, and the power you choose can have a minimum psi cost of up to 4.

Additionally, when you gain a level in this class, you can choose to replace one of your existing powers that augments an icon talent you know and replace it with another power that augments any icon talent you know. The new power can have a minimum psi cost of no higher than your psi limit at the time you learn it.

Psi Points

You have an internal reservoir of psionic energy represented by psi points. You must spend psi points from this reserve to manifest a power that augments a psionic talent.

The number of psi points you have is based on your icon level, as shown in the Psi Points column of the Icon table. The number shown for your level is your psi point maximum. When expending psi points to manifest an augment, you cannot reduce your current psi points to below 0. Your psi point total returns to your maximum when you finish a long rest.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to manifest a power that augments a psionic talent. The limit is based on your icon level, as shown in the Psi Limit column of the Icon table. For example, as a 5th-level icon, you can spend no more than 4 psi points when manifesting an augment, no matter how many psi points you have.

Psionic Ability

Charisma is your psionic ability for your icon powers. You use your Charisma modifier when setting the saving throw DC for a psionic power or when making an attack roll with one.

Power

Power

Psionic Potency (Level 2)

When you reach 2nd level, the raw psychic strength of your attacks and powers increases. When a creature takes damage from one of your powers or weapon attacks, you can also deal 1d4 psychic damage to that creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1), but only once per turn. You regain all expended uses when you finish a short or long rest.

As you gain levels, the psychic strength of your attacks and powers becomes even more potent. The die you roll for this feature increases to a d6 at 6th level, a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.

Iconic Archetype (Level 3)

While icons freely swap between personas, metaphorically wearing different masks for different situations, their true face or core personality remains the same. This true inner self is referred to as their iconic archetype, and discovering and psionically empowering one's true self comes with associated benefits.

Choose one of the following iconic archetypes: the Noble, the Heart, or the Warrior. Your choice grants you features when you choose it at 3rd level. It also grants you additional features at 5th, 10th, and 15th level.

Ability Score Improvement (Level 4)

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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 4)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Cognitive Personas (bonus action swap) (Level 5)

When you reach 5th level, you may swap your active persona as a bonus action instead of an action.

Iconic Archetype feature (Level 5)

At 5th level, you gain another feature from your Iconic Archetype.

Cognitive Personas (Cognitive Projection 2/rest) (Level 6)

When you reach 6th level, you can use your Cognitive Projection twice between rests.

Psionic Potency (1d6) (Level 6)

When you reach 6th level, the damage dealt by your Psionic Potency feature increases to 1d6.

Id Barrier (Level 7)

Starting at 7th level, you may reflexively draw on your id, your core survival instinct, in order to avoid harm, manifesting a brief, invisible psychic barrier to protect you.

As a reaction to being attacked or making a saving throw, you can gain a bonus to your Armor Class against the triggering attack or on the triggering saving throw equal to the number of personas you currently have held.

You can wait until after the d20 roll of the attack or saving throw to use this reaction, but you must decide before the DM says whether the attack hits or misses, or whether the saving throw succeeds or fails.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Ability Score Improvement (Level 8)

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 8)

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Psionic Potency (1d8) (Level 10)

When you reach 10th level, the damage dealt by your Psionic Potency feature increases to 1d8.

Iconic Archetype feature (Level 11)

At 11th level, you gain another feature from your Iconic Archetype.

Ability Score Improvement (Level 12)

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 12)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Cognitive Personas (no action swap) (Level 14)

When you reach 14th level, swapping your active persona no longer requires an action of any kind—but you may still only do so while you are conscious and only once during your turn.

Psionic Potency (1d10) (Level 14)

When you reach 14th level, the damage dealt by your Psionic Potency feature increases to 1d10.

Iconic Archetype feature (Level 15)

At 15th level, you gain another feature from your Iconic Archetype.

Ability Score Improvement (Level 16)

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 16)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Cognitive Personas (Cognitive Projection 3/rest) (Level 18)

When you reach 18th level, you can use your Cognitive Projection three times between rests.

Psionic Potency (1d12) (Level 18)

When you reach 10th level, the damage dealt by your Psionic Potency feature increases to 1d12.

Ability Score Improvement (Level 19)

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

Proficiency Versatility (Level 19)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

The World (Level 20)

At 20th level, you gain access to The World, the final persona, representing accomplishment, integration, and completeness. The World is a special persona that increases your ability to use other personas. It does not count against your number of held personas, and does not need to be active, instead always granting you the following permanent benefits:

  • Once per turn, requiring no action, if you are conscious you can replace one of your held personas with another persona you are not currently holding.

  • All held personas are active personas.

  • You gain the benefits of all active personas simultaneously.

  • Whenever you use your Cognitive Projection, you can choose one effect from the Cognitive Projection abilities of your held personas.

Multiclassage

Prérequis de Multiclassage

{"cha":13}

Maîtrises Acquises

Armor light , shield

Sous-classes

The Heart
Psions Primer
The Noble
Psions Primer
The Warrior
Psions Primer

Capacités de Sous-classe

The Heart

The Heart (Level 3)

An icon who recognizes their true self as The Heart takes joy in supporting others. Whether offering a shoulder to cry on, an encouraging word, or tough love, these icons are nurturers through-and-through.

Bonus Proficiencies

When you discover this iconic archetype within you at 3rd level, you gain proficiency with the Insight and Persuasion skills.

Improved Psychic Potency (Level 5)

Starting at 5th level, your inner nature allows you to cultivate greater potency out of your psychic abilities. Whenever you use your Psychic Potency feature, you roll twice the number of dice indicated for your level.

When you reach 11th level, you instead roll three times the number of dice indicated for your level.

Nurtured Potency

Also beginning at 5th level, your inner nature allows you to channel your psychic potency toward the wellbeing of your allies.

When you manifest a psionic power that would allow you to restore the hit points of a creature other than yourself, you can use your Psychic Potency feature, if available, to increase the number of hit points the power restores. Instead of rolling Psychic Potency's dice to deal psychic damage, you roll the feature's dice and increase the number of hit points you restore to one creature by the result of your roll.

Extra dice from your Improved Psychic Potency feature applies to this use of Psionic Potency.

Empathic Anchor (Level 11)

Beginning at 11th level, your allies can count on you to be their keystone, their rock, their sanctuary. If an ally you can see within 60 feet of you makes a saving throw, you can expend a use of your Id Barrier feature as a reaction to bestow its benefit to that ally's saving throw.

Additionally, whenever you finish a short rest, you regain all expended uses of your Id Barrier feature.

Empathic Sentinel (Level 15)

Starting at 15th level, immediately after you or an ally you can see within 60 feet takes damage, you may produce an effect described in a psionic talent you are focusing on, or manifest a power that augments it, requiring no action. The effect or augment must normally require an action to produce or manifest, and you must spend psi points as normal, if applicable.

The Noble

The Noble (Level 3)

The archetypical Noble is steadfast, inspiring, and righteous. While some may be accused of being heedless of danger, these icons are willing to sacrifice themselves to achieve greater results and protect others.

Heroic Defense

Beginning at 3rd level, your sheer presence and fortitude protects you from attacks. While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier (max 2) + your Charisma modifier.

Extra Attack (Level 5)

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Inspiring Will (Level 11)

Beginning at 11th level, you can no longer be charmed or frightened. Additionally, if an ally you can see within 60 feet of you becomes charmed or frightened, you can use your reaction to remove either or both conditions from that ally, provided they can hear and understand you.

Valiant Reprise

Also starting at 11th level, once per turn when you miss with a melee weapon attack, you can immediately make another attack against the same target with advantage.

Victory or Death (Level 15)

When you reach 15th level, you gain the ability to make a sacrifice of yourself, psionically consuming your physical form to ensure your success. If you do, you gain a second action on your turn, and all of your attacks, checks, and saves are made with advantage until the start of your next turn.

At the end of your turn, your current and maximum hit points are reduced by an amount equal to twice your level. This reduction lasts until you finish a long rest, and cannot be mitigated in any way. If this reduces your maximum hit points to 0, you die.

Once you use this feature, you can't use it again until you finish a long rest.

The Warrior

The Warrior (Level 3)

Archetypical Warriors are aggressive thrill seekers. They desire to test their mettle and strength against greater and greater challenges. Warriors care not for long term consequences, living in the here and now.

Bonus Proficiencies

At 3rd level, you gain proficiency with medium and heavy armor.

Extra Attack (Level 5)

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mettle (Level 11)

Beginning at 11th level, you can endure assaults to your vitality and ego. When you are subjected to an effect that allows you to make a Constitution or Charisma saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Lion's Charge (Level 15)

Beginning at 15th level, whenever you take the Dash action on your turn, your movement does not provoke attacks of opportunity until the end of your turn, and you can make two melee weapon attacks as a bonus action during that turn.