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animorte
2023-03-28, 01:57 AM
Welcome to the 5e D&D Base Class Contest XXIII (24)!

Congratulations to our winner of Time to Chill Out, sengmeng brought us the Minnesotan (https://forums.giantitp.com/showsinglepost.php?p=25702128&postcount=3)!!!


Our voted theme for this next contest is…

Game Night:

Reimagine a popular board game, card game, or even other classic party games as a class. You could create some dice pools that match up for different effects based on Yahtzee or acquire and improve different plots like Monopoly. Maybe your body is the ultimate weapon when understood during Charades or inescapable when playing Tag. You could even line up the bad guys with Dominoes or Musical Chairs.


The class you homebrew should fit the theme. You can interpret the theme as broadly as you like without risk of disqualification, but doing so may reduce your chances of earning votes during the voting period.
You may only create one base class. If you create more than one class then you must choose which one to enter and remove all the others from this thread and the contest (making them invalid) . If you do not specify which one you favor by the time voting begins, all of your content is invalid.
When you submit your class you must create a post on this thread which either has the content or holds a link to it. You may also optionally create one other individual thread for your class on the homebrew design sub-forum. If it is found that you have revealed your class on another site or on another thread than one on the homebrew design sub-forum, your entry will be considered invalid. If you do make a specific thread for your class, please mention its involvement to the competition in that thread. If you use external formatting resources such as Homebrewery, or GMBinder it is recommended that you also create a PDF of the content and share it here.
You may use other homebrew content (such as feats, spells, magical items and monsters) or even features to supplement your class, provided you have permission from the original creator and provide links to the source. Failure to receive permission from the original creation will disqualify you from entry in the current contest.
Your class must have fully completed mechanics and descriptions for it to be valid. Entries are due by 11:59 PM Central Time on the deadline. Any submissions after this point are invalid. No changes can be made to your class while voting is taking place. Failure to comply with the previous rule will result in disqualification.
Any content which has been declared invalid by the rules above cannot be voted for, but you may decide to remove it from the contest and create another class instead. If you are disqualified then you are not allowed to enter any more homebrew for this competition, though you may still vote and later enter the next competition.
Please note that misunderstandings occur, if you break a rule which results in disqualification it might be excused if you can convince the group that it was a result of confusion over the rules.

Contests stay up for 6 weeks unless an extension is requested by participants. Voting threads then go up for 2 weeks before the next contest begins.

New D&D 5e Base Class Contest: Discussion Thread (https://forums.giantitp.com/showthread.php?649862-New-D-amp-D-5e-Base-Class-Contest-Discussion-Thread&p=25585555#post25585555)

Deadline: May 9th will be the deadline for this contest. The voting thread will open the following day and stay open for 2 weeks.

Calen
2023-04-12, 02:19 PM
♠♦Cardsharp♥♣
A human casually leans against a post shuffling a deck of cards. As a figure passes he shakes his hand and a flurry of cards fly towards his target to explode in magical energy. A gnome adroitly manipulates a deck of cards, causing one to fly out of the deck. Her companions gasp in wonder as they are teleported across the chasm. With jokes and incredible sleight of hand a dragonborn causally awes a crowd, her companions sneak past unnoticed.
Class Features


Level
Proficiency Bonus
Feature


1
2
Throwing Cards


2
2
Full House, Draw


3
2
Heart of the Cards


4
2
Ability Score Improvement


5
3
Improved Throwing Cards, Hold Em


6
3
Ability Score Improvement, Consummate Gamer


7
3
Heart of the Cards Feature


8
3
Ability Score Improvement


9
4
Seven Card Draw


10
4
Wild Jokers


11
4
Heart of the Cards Feature, Extra Attack


12
4
Ability Score Improvement


13
5
Fold Em


14
5
Improved Hold Em


15
5
Wilder Jokers


16
5
Ability Score Improvement


17
6
Heart of the Cards Feature, Improved Throwing Cards


18
6
Draw a Card


19
6
Ability Score Improvement


20
6
Stack the Deck



Hitpoints
Hit Dice: 1d8 hit die per Cardsharp level
Hitpoints: 8+Con mod at first level and 1d8(5) + Con mod per Cardsharp level after.
Proficiencies
Armor: Light
Weapons: Simple Melee
Tools: Playing Cards, 3-Dragon Ante set, Dice set.
Saving Throws: Dexterity and Constitution
Skills: Choose 3 from Sleight of Hand, Stealth, Arcana, History, Religion, Insight, Perception, Deception, Intimidation, Performance, Persuasion
Multiclassing
You require Dexterity 13 and Charisma 13 for multiclassing with Cardsharp.

Cardsharp DC
Certain skills will ask have a creatures roll a saving throw against your Cardsharp DC. Your Cardsharp DC is equal to 8+Proficiency Bonus+Dex Mod

Playing Cards
You have a deck of playing cards that serves as a focus for most of your Card Sharp abilities. When using Card Ship abilities the cards are magically returned to the deck after the skill is used. If your cards are lost or destroyed you may replace them with another deck of cards that you have spent at least an hour with, shuffling and dealing them.
The player should have a regular deck of playing cards (52+2 jokers) when they play this character. Talk with your DM about card protocol, they should at least be offered the chance to shuffle/cut the deck at the start of each session. If you are Richard Turner or Kostya Kimlat then the DM might want to draw all cards for you. :smallbiggrin:

Throwing Cards
Starting at first level you have learned to throw magically augmented cards with precision and force. Throwing cards are a Thrown, Light, weapon with a range of (15/45) that you are proficient in. When you throw a card and hit a target, draw a card from your player deck.

Hearts: The damage dealt is piercing.
Diamonds: The damage dealt is piercing.
Clubs: The damage dealt is bludgeoning.
Spades: The damage dealt is slashing.


The weapon damage of the card is equal to the value on the card drawn. A face card deals 10 damage. An Ace card deals 1d12 damage. For a Joker roll 1d6

Deal 21 damage to the target. This damage receives no bonuses and cannot be resisted.
The target is afflicted by Hideous Laughter with a DC equal to your Cardsharp DC.
The target and every creature within 20 feet take 2d6 slashing damage.
The target is healed for 2d4 damage.
The target antes 2d8 gold coins in a space adjacent to it.
The target is affected by a Wild Magic Surge, roll 1d100 and consult the WMS table (PHB 104)


Full House
At level 2 you may use an action to draw 5 cards. Select up to 5 targets within 60 feet of you may target creatures that you can see you may select the same creature more than once. That creature may make a saving throw against your cardsharp DC or choose to fail automatically. A creature targeted by multiple cards makes the second and subsequent saving throws at advantage. A creature that succeeds on the saving throw takes 1d4 slashing damage and no other effect. You must complete a short or long rest before using this feature again.

Hearts (Wisdom Save): Target is healed by 1d4 for a number card and 1d6 for a Ace or face card.
Diamonds (Intelligence Save): The target is affected by the Resistance cantrip.
Clubs (Dexterity Save): Target takes 1d8 bludgeoning damage for a number card and 1d12 force damage for a Ace or face card.
Spades (Strength Save): The target is knocked prone.
Jokers (Charisma Save): Per the Throwing Card table.


Draw
Starting at level 2 you are ready to go at the drop of a card. If you are not surprised you add your proficiency bonus to your Initiative rolls.

Heart of the Cards
At level 3 you choose to focus on one aspect of Cardsharping, Gambling, Mechanics, or Magic tricks. You gain features for your chosen Heart of the Cards at 3rd, 7th, 11th, and 17th levels.

Hold Em
Starting at level 5 your performances entrances crowds. When interacting with a non-hostile audience that can see you, audience members with an intelligence greater than 8 have disadvantage on checks to focus or observe things that are not part of your presentation. This persists until your presentation stops or the creature is the target of a hostile action.

Improved Throwing Cards
Starting at 5th level your throwing cards are improved. When you hit a target with your cards.

Hearts: The damage dealt is piercing, and you receive temporary hit points equal to half the damage dealt. These temporary hit points will last 1 hour.
Diamonds: The damage dealt is force.
Clubs: The damage dealt is bludgeoning and an ally within 30 feet of you can make an attack against the target with advantage before the start of your next turn.
Spades: The damage dealt is slashing and the target must succeed on a Strength save or be knocked prone.


Consummate Gamer
Starting at 6th level you have Expertise with Playing Cards, 3-Dragon Ante sets, and Dice sets.

Seven Card Draw
Starting at 9th level you may use an action to imbue a poker hand with magic. Choose a target creature within 30 feet. Draw 7 cards. Using these cards make a poker hand of your choice. The target creature may make a Wisdom saving throw to resist the effect, taking half damage and suffering no other effects. Jokers are wild cards. You must complete a Long Rest before you can use this feature again.

High Card; as Throwing a card.
Pair; as Throwing a card, double effect.*
Two Pair; as a Pair for both pairs.
3 of a Kind; as Throwing a card, triple effect.
Straight (5); Target takes 50 damage and is stunned until the end of your next turn.
Flush (5); The target takes 30 damage and a creature of your choice within 30 feet regains hitpoints equal to the damage dealt and the use of a short rest class feature of their choice.
Full House; Recharge your Full House Skill if it is used and apply the Pair and 3 of a kind effects to any creature within fifteen feet, you may select different targets for each effect.
Four of a Kind; as Throwing a card, quadruple effect.
Straight Flush (5); As Straight and Flush
Royal Flush (5); As Flush to all creatures of your choice within 60 feet.
Five of a Kind; as Throwing a card, Quintuple effect.


*For every entry that says double/triple etc. effect: For Hearts the THP will stack. For Clubs an additional ally can make an attack with advantage for each extra card. For Spades the target must succeed on multiple saving throws.

Wild Jokers
Starting at 10th level you replace the Joker table from Throwing Cards with this table.
For a Joker roll 1d8

Deal 21 damage to the target. This damage receives no bonuses and cannot be resisted.
The target is afflicted by Hideous Laughter with a DC equal to your Cardsharp DC.
The target and every creature within 20 feet take 4d6 slashing damage.
The target is healed for 4d4 damage.
The target antes 4d20 gold coins in a space adjacent to it.
The target is affected by a Wild Magic Surge, roll 2d100 and consult the WMS table (PHB 104). You choose one of the results to take place.
The target is afflicted by Slow with a DC equal to your Cardsharp DC.
The target and you switch places.


Extra Attack
Starting at 11th level you can attack more quickly. You gain the Extra Attack feature, allowing you to make two attacks when you take the Attack Action which includes the use of your Throwing Cards.

Fold Em
Starting at 13th level you fold space when you fold your cards. As a bonus action you may draw a card from your deck. Teleport up to the number of feet as the number on the card times 10 to a space you can see. (Aces count as 11, Faces count as 10) If you draw a Joker you cast the spell Dimension Door however it can only affect you.
Alternatively you can use an action to draw a card from your deck. You and up to a number of creatures equal to your proficiency bonus within 20 feet of you are teleported a number of feet as the number on the card times 5 to a space you can see. (Aces count as 11, Faces count as 10) If you draw a Joker you cast the spell Dimension Door affecting each creature that you had selected to teleport.
You may use either aspect of this feature a number of times equal to your Dexterity Modifier (Minimum 1) Your uses recharge on a long rest.

Improved Hold Em
Starting at 14th level your ability to captivate an audience improves. When you roll initiative or initiate hostile action against creatures that have been observing your performance you may use your action on your first turn to cast Hold Person or Hold Monster as appropriate on a number of creatures equal to half your Proficiency bonus rounded down.

Wilder Jokers
Starting at 15th level you replace the Joker table from Throwing Cards with this table.
For a Joker roll 1d10

Deal 21 damage to the target. This damage receives no bonuses and cannot be resisted.
The target is afflicted by Hideous Laughter with a DC equal to your Cardsharp DC.
The target and every creature within 30 feet take 4d6 slashing damage.
The target is healed for 4d6 damage.
The target antes 8d20 gold coins in a space adjacent to it.
The target is affected by a Wild Magic Surge, roll 2d100 and consult the WMS table (PHB 104). You choose one of the results to take place.
The target is afflicted by Slow with a DC equal to your Cardsharp DC.
The target and you switch places.
You cast Scatter on the target and up to four other creatures of your choice within range with a DC equal to your Cardsharp DC.
You cast Feeblemind on the target with a DC equal to your Cardsharp DC.


Improved Throwing Cards
Starting at 17th level your throwing cards are improved again. When you hit a target with your cards. The weapon damage of the card is equal to twice the value on the card drawn. A face card deals 20 damage. An Ace card deals 2d12 damage.

Draw a Card
Starting at 18th level you may use a bonus action to prompt an ally within 20 feet of you that can hear you to name a card. Draw a single card and compare it to the card your ally named per the table below. You may Draw a Card a number of times equal to your Proficiency bonus, regaining all uses on a long rest.

If the creature does not guess any aspect of the card correctly this does not cost a use of this feature.
If the creature guesses that it was a number but gets the number wrong they may move 20 feet without provoking attacks of opportunity.
If the creature guesses that it was a non-number card but gets the card wrong they gain +2 AC until the end of their next turn.
If the creature chooses only the right suit they deal 1d4 bonus damage on their next attack.
If the creature chooses only the right number they gain that many hit points*6
If the creature chooses only the right face card they may choose to cast a cantrip or make an attack with advantage against a creature within range.
If the creature chooses the right suit and number they gain that number of cards floating around their head. They may use a bonus action to throw one of those cards at a creature within 10 feet drawing from your deck and using your Full House rules.
If the creature chooses the right suit and face card they immediately gain the benefits of a short rest.
If the creature chooses the right suit and Ace card the next spell they cast or attack they make ignore resistances.
If the creature chooses Joker correctly they gain Foresight for 24 hours.


Stack the Deck
Starting at 20th level you alter fate with a shuffle of the cards. Before you roll initiative you may choose to Stack the Deck. For the next minute all d20 rolls that you would make for ability checks, saving throws or attacks rolls are an automatic success. At the end of the minute you gain a level of exhaustion and must complete a long rest without exhaustion before you may use this feature again.

Heart of the Cards
Gambler
Read the Table
When you select this subclass you gain Proficiency in Insight if you were not Proficient already. If you are Proficient you gain Expertise.

Deadmans Hand
At 7th level you are ready to deal with death itself. When you would roll a Death Saving Throw you may instead choose to draw 4 cards. If you draw a Ace or an 8 you stand up with 1 hitpoint. Otherwise you fail a death save.

Wise to Keep Your Distance
At 11th level you become proficient in Wisdom saving throws. The range of your Throwing Cards is doubled.

Gamble
At 17th level you can choose to Gamble before you draw a card. You cannot use this with 7 Card Draw. The DM will choose Low (2-10) or High (JQKA) if the DM guesses correctly you deal half damage or gain half the normal effect. If the DM guesses incorrectly you deal double damage or twice the normal effect. If you draw a Joker there is no extra effect.

Mechanic
Feel the Cards
When you select this subclass you gain Proficiency in Investigation if you were not Proficient already. If you are Proficient you gain Expertise.

Cheat Death
At 7th level you are ready to deal with death itself. You gain +2 to your Death Saving Throws.

Close Observation
At 11th level you become proficient in Intelligence saving throws. You may also use Throwing Cards as a melee weapon.

Dealing Seconds
At 17th level when drawing cards you may draw an additional card each time you draw. Two for each use of Throwing cards, six for Full House and so on. Then discard one card of your choice.

Magician
Work the Crowd
When you select this subclass you gain Proficiency in Performance if you were not Proficient already. If you are Proficient you gain Expertise.

Read the Cards
At 7th level you may divine your fortune from reading the card. You may cast Augury and Divination once each without material components other than a deck of cards and without using a spell slot. You must complete a long rest to use this feature again.

Is this Your Card
At 11th level you become proficient in Charisma saving throws. When you miss an attack with your Throwing Cards you may reroll the attack, you must use the new result. You may use this feature a number of times equal to your Proficiency bonus. This feature recharges on a long rest.

Misdirection
At 17th level you can misdirect enemies into attacking each other. When you are hit with an attack roll you may use your reaction to draw a card. If the card is a number, reduce the attack roll by that amount, possibly causing the attack to miss. If the card is a Face or Ace card the enemy makes a new attack roll against a different creature that you can see within range. If the card is a Joker the attack against another target is a critical strike.

Just to Browse
2023-05-08, 10:55 AM
Makijenji
from the compound Swahili word, m-akili-jenga-ji — mind-builder

A cloaked human in a shadowed alleyway turns to confront a gang of stalkers. As she pulls back her hood, she reveals a brightly-glowing third eye.

A half-elf bursts into a room to see her quarry teleport away. In an instant, she deduces their location and teleports by their side, shackles in hand.

A cornered gnome is knocked to the ground by attackers. As he falls, he releases a horrid psychic wail, scattering his oppressors.

Makijenji are masters of their own mind. They construct mental towers that tightly bind raw magic to their own psyche. By adjusting this tower, a makijenji can unleash powerful psychic manifestations. But makijenji must pull on their mental stronghold with care, for if it collapses, so too does their psionic power.

Class Features
As a makijenji, you gain the following class features:

Hit Points
Hit Dice: 1d6 per makijenji level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per makijenji level after 1st

Proficiencies
Armor: Light
Weapons: Simple weapons
Saves: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Performance, Religion, Sleight of Hand, Stealth



Level


Prof.

Features

Power Level


Tower Size


Innate Power



1


+2

Tower in the Mind, Powers, Weakness of Flesh

1


6


-



2


+2

Violent Collapse

1


8


-



3


+2

Psionic Expression, Hardened Mind

2


10


-



4


+2

Ability Score Improvement

2


11


-



5


+3

Hardened Mind Improvement

3


12


-



6


+3

Psionic Expression feature

3


13


-



7


+3

Mindsight

3


14


-



8


+3

Ability Score Improvement

4


15


-



9


+4

Hardened Mind Improvement

4


16


-



10


+4

Psionic Expression feature

4


17


-



11


+4

Innate Power

5


18


1



12


+4

Ability Score Improvement

5


18


1



13


+5

Hardened Mind Improvement

5


18


2



14


+5



6


18


2



15


+5

Reality Shield

6


18


3



16


+5

Ability Score Improvement

6


18


3



17


+6



7


18


4



18


+6

Mindsight Improvement

7


18


4



19


+6

Psionic Expression feature

7


18


5



20


+6

The Ivory Tower

7


18


5




Tower in the Mind
You can create a mental tower in your mind that hold a reserve of psionic power. Represent this intellectual construct with a physical tower of Jenga® blocks, which you reset when you complete a long rest. Unlike a normal game of Jenga®, your tower begins with only 6 rows (a total of 18 pieces), and increases in size with your makijenji level according to the Tower Size column of your class table, up to a maximum of 18 rows (a total of 54 pieces) at level 11.

While your tower is stable, effects may cause you to pull from your mental tower, or powers (see below) will cost some number of pulls. To pull from your mental tower, take one turn of Jenga® using your physical tower: Using only one hand at a time, remove a block from any level of the tower, except the one below an incomplete top level, and place it on the topmost level. You can tap blocks in the tower or adjust them to ensure that the tower remains stable at any time, but you can’t pull a block unless instructed, and you can only touch the tower with one hand at a time.

If the Jenga® tower falls—either completely or if any block falls off—you suffer a mental collapse as your mental tower falls apart. The psychic energy bound in your mental tower discharges from your mind. If your mental tower has collapsed, you suffer 1 level of exhaustion and you can’t use powers until you can re-create your mental tower at the end of a long rest. Some powers may end early when you suffer a mental collapse, see the powers at the end of this class description for details.

Powers
The psionic potential held in your mental tower can be released to manifest powers, magical effects that you shape and unleash using the psychic energy of your mental tower.

Power Costs
Each power has a cost. In order to use a power, you must pull from your tower a number of times listed in the power’s cost. If you suffer a mental collapse before paying the full cost, you fail to use the power and any action you spent is wasted. If the tower collapses just after you finish paying the cost, the power first resolves, and you immediately suffer mental collapse after.

Powers Known
You may know a total number of powers equal to half your makijenji level plus your Intelligence modifier. A power you choose must be of a level no higher than what’s shown in the table’s Power Level column for your level. Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power of a level that you can learn.

Power Ability
Intelligence is your power ability for makijenji powers, because you manifest your powers through the delicate construct within your own mind. You use your Intelligence whenever a power refers to your power ability. In addition, you use your Intelligence when setting the saving throw DC for a makijenji power you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Power attack modifier = your proficiency bonus + your Intelligence modifier

Weakness of Flesh
Your mind risks losing its focus in response to pain. Whenever you are dealt damage or fail a saving throw, you must pull from your tower (a failed save that causes you to take damage will force you to pull twice).

Violent Collapse
At 2nd level, you can force yourself to mentally collapse whenever you would pull from your tower.

In addition, when you suffer a mental collapse, you can partially direct the pent-up psychic energy in a violent psionic explosion. You may choose one of the following collapse effects when the collapse occurs.

Energy Outburst. Each creature within 15 feet of you must make a Dexterity saving throw against the DC of your power save. A target takes 2d6 force damage on a failed save. After the initial explosion, energy crackles throughout the affected area, and at the start of the next turn on the same initiative count it explodes again. This second explosion deals half of that damage, but the type is fire, cold, or lightning damage, chosen randomly.
Uncontrolled Kinesis. Each creature within 15 feet of you must make a Constitution saving throw against the DC of your power save. A target takes 2d6 sonic damage on a failed save and is pushed back 20 feet. If a target is pushed into a wall this way, they take an additional 1d6 bludgeoning damage for every 10 feet they did not move. A target that succeeds on this save takes half as much damage and is not pushed.

The number of dice you roll for the damage of your explosion increases as you learn stronger powers. Roll a number of d6 equal to 2 times your maximum power level. For example, the explosion of an 13th-level makijenji deals 12d6 damage.

Psionic Expression
At 3rd level, you choose an expression your psionic power, which affect how you interact with your mental tower and how you use your powers. Your psionic expression grants you features at 3rd level, and again at 6th, 10th, and 18th levels.

Hardened Mind
At 3rd level, you become you no longer pull from your tower when you are dealt damage, unless it is psychic damage or it reduces you to 0 hit points.

At 5th level, you no longer pull from your tower when you fail a saving throw, except for Intelligence, Wisdom, Charisma, and death saving throws.

At 9th, you no longer pull from your tower when you failing a saving throw, except for death saving throws.

At 13th level, your mental tower is protected from all outside influence. Taking damage and failing saving throws does not force you to pull from your tower.

Mindsight
At 7th level, you can detect other intelligences, even faint ones. You can detect the presence of a creature with at least 6 Intelligence within 10 feet of you, as though you could perceive them with blindsight. A creature can avoid detection by calming its mind as part of a Hide action, making a Stealth (Intelligence) check, opposed by your Perception. If a creature benefits from an effect that prevents its thoughts from being read, such as the mind blank spell, you can’t detect it with this feature.

At 18th level, the radius of this feature improves to 60 feet.

Innate Power
At 11th level, you learn to use your weakest psionic manifestations without any mental effort. You no longer need to pay the cost of powers if their cost is 1 pull or less. This only makes those powers free to use; it does not reduce the cost of more expensive powers.
The maximum cost that you can ignore increases with your makijenji level according to the Innate Power column of your class table.
Reality Shield

At 15th level, the universe bends around you to protect you from harm. You have resistance to 1 damage types between fire, lightning, cold, force, and psychic. At the end of a long rest, you can change which damage type you are resistant to.
The Ivory Tower

At 20th level, your mind is a perfect shell from the outside. You are immune to the charmed condition, and to any effect that would sense your emotions or read your thoughts. Not even wish spells or divine intervention can affect your mind in these ways.

Psionic Expressions

Ardent
Ardents express their psionic powers through focus and mental precision. The mind if a powerful tool, and works its best when laser-focused on a singular goal.

Psionic Focus
At 3rd level when you gain this psionic expression, you learn how to achieve psionic focus. If you have not suffered mental collapse, you can spend 1 minute meditating to become psionically focused. Damage dealt to you during this time will force you to make a Concentration saving throw, as though you were focusing on a spell. You lose your psionic focus when you suffer mental collapse.

Other Ardent features will grant you passive benefits while focused, and you can expand your psionic focus to gain a one-time benefit.

Battlemind
While psionically focused, you become a capable melee combatant. Your Armor Class equals to 13 + your Intelligence modifier, and you can use your Intelligence modifier in place of your Strength modifier when making a melee weapon attack.

When you hit a creature with a melee weapon attack, you can expend your psionic focus to deal an additional 1d6 damage per point of your proficiency bonus to that creature. The damage type is one of the following, chosen when you use this ability: cold, fire, or lightning.

Speed of Thought
At 6th level, your focus allows you to move with supernatural ease. While you are psionically focused, your speed increases by 10 feet, and you can move along vertical surfaces on your turn without falling during the move.

In addition, when you would fail a Dexterity saving throw or be hit with an attack, you can use youre reaction and expend your psionic focus to gain a +5 bonus to your Dexterity saving throws and Armor Class until the start of your next turn.

Quick Focus
At 10th level, you can psionically focus as a bonus action if you haven’t moved during this turn. After you use this action or bonus action, your speed is 0 until the end of the current turn.

Violent Mind
At 18th level, while psionically focused, you can maintain concentration on 2 different effects simultaneously.

When you undergo mental collapse, you may expend your psionic focus just beforehand to create an even more devastating violent collapse. A violent collapse explosion deals 20d6 damage this way instead of its normal damage.


Erudite
For an erudite, broad knowledge is the greatest way to express psionic power. After all, if one has a sharp mind, why not stretch it to its limit? Erudites revel in combining knowledge to form new expressions. They modify their own powers, similar to how a sorcerer modifies their spells with metamagic.

Scholarly Path
When you attain this subclass at 3rd level, you gain proficiency in up to 2 skills of your choice from: Arcana, Nature, Religion, and History.

Power Modification
Additionally, you learn a set of general-purpose augments that you can apply to any powers. Those powers have a minimum makijenji level and an additional cost measured in pulls. Follow the rules for augmenting powers:

Minimum Level
Additional Cost
Effect

3
1 pull
That power has no display.

3
1 pull
Double the range of that power.

6
1 pull
Re-roll a number of damage dice for that power up to your Intelligence modifier (minimum of one). You must use the new rolls.

6
2 pulls
If that power has a duration of 1 minute or longer, double its duration.

10
1 pull
That power does not end when you suffer mental collapse.

10
3 pulls
If that power forces a creature or object to make a saving throw, one target of the spell has disadvantage on its first saving throw made against the power.

18
1 pull
You can change the damage type of that power to fire, cold, lightning, or force damage.

18
4 pulls
If the power has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.



Augmenting Pool
At 6th level, you gain a floating pool of free blocks that you can use to augment your powers without pulling from your mental tower. The number of blocks is equal to your proficiency modifier. Whenever you augment a power, you may choose to expand blocks from this pool instead of, or in addition to, any blocks you pull from your mental tower.

Master of Scholastics
At 10th level, double your proficiency bonus in Arcana, Nature, Religion, and History. In addition, you can learn a language from 1 hour of conversation or 1 hour of reading any written works in that language. When you learn a language this way, you speak it fluently as though you knew it for your entire life.

Master of Augments
At 18th level, your Augmenting Pool doubles in size, to 12 blocks.


Wilder
To a wilder, psychic power should not be shackled to ideals or memorization. A mind should be allowed to wander, to experience passion, to engage in song and revelry. Only through releasing control do we become our greatest selves.

Wild Surge
At 3rd level when you gain this subclass, you learn to let your psionics surge through you without restriction. As a bonus action, you can enter a state called a Wild Surge.

During a Wild Surge, your power attack bonus and power saving throw DC increase by 2. However, you subtract 2 from your own Armor Class and any saving throws that you roll. In addition, at the end of each turn during a Wild Surge, you must either pull once from your mental tower or end the Wild Surge.
A Wild Surge lasts 10 minutes, or until you suffer mental collapse. You may enter a Wild Surge a number of times per day equal to your proficiency bonus.

Elude Touch
At 6th level, your mind takes over basic instincts. You add your Intelligence modifier to Initiative, you can’t be surprised while you are conscious, and other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Volatile Mind
At 10th level, your temperamental mind is hard to touch. You have advantage on saving throws made when another entity attempts to scry on you, read your thoughts, charm you, divine information about you, or otherwise invade your mind (such as the Nothic’s Weird Insight feature). If you succeed at a saving throw against one of these effects, any entity using it on you suffers 4d6 psychic damage.

Surging Euphoria
At 18th level, your surges are at their most potent. Whenever you would roll damage dice while manifesting a power, you may roll twice as many dice and keep the highest half of the values. Each time you do, pull once from your mental tower.


Powers
Powers are discrete magical effects, shaped by psychic energy. When you manifest a power, you use your psychic energies to tap into the raw magic that permeates the world, much in the same way, a mage calls upon their spells. A makijenji can’t use powers inside an antimagic field or a dead-magic zone, and existing powers are suppressed while inside these areas. Powers and spells are similar to one another. A mage can identify the magical effects of a makijenji through spells like identify or the Arcana skill, and a makijenji can do the same, even using items like magical scrolls if the inscribed spell is similar enough to the makijenji’s own powers. In this scenario, effects that care about spell levels, such as dispel magic or a rakshasa’s magic immunity, use the power level of the power.

Power Descriptions
All powers have the following properties:

Cost. The cost of a power lists how many times you must pull from your mental tower to use it.

Manifesting Time. The manifesting time of a power is how long it takes to use that power. If a manifesting time is longer than 1 round, you can’t move or take any other actions until the casting is complete, and you must concentrate to manifest that power as though concentrating on a spell.

Range. The range of a power notes how far that power’s reach extends. See the power’s text for how this range is used.

Text. Each power has a body of text describing what it does. Follow the instructions in the text of the power to resolve it.

Power Displays
Unlike spells, powers do not usually require components. However, most powers create effects that are noticeable to even casual observers. These may involve unearthly groans or hisses as the universe bends and shifts in uncomfortable ways, discharges of bright lights and ectoplasm, or the natural effect of a spell such as a large explosion. Powers that do not have a display note this inside their text.

Augmenting Powers
Some powers may allow you to augment them by paying an additional cost, which is measured in pulls. After you pay the initial cost of a power, you may choose to pay the augmented cost in order to gain some greater effect. If you suffer mental collapse in the middle of augmenting, use the most-augmented version based on the number of successful pulls you made. For example, a 5th-level makijenji manifesting concussion blast can augment pull up to 3 additional times. If that makijenji pays the initial cost and pulls once, but knocks their Jenga® tower over on the 2nd additional pull, they still manifest concussion blast and deal 2d10 force damage before suffering mental collapse.

Level 1

Concussion Blast
Cost: 1 pull
Manifesting Time: 1 action
Range: 30 feet
You conjure a blast of pure force energy that hurtles towards a creature or object within range, and you strike without error. The blast deals 1d10 force damage to the target.

Augment. You may pull a number of additional times equal to your maximum power level. Each time you do, increase the damage of this power by 1d10.

Daze
Cost: 1 pull
Manifesting Time: 1 action
Range: 30 feet
Choose a creature within range. If the target has 4 or fewer hit dice, it must succeed on a Wisdom saving throw or become dazed until the start of your next turn. A dazed creature does not move and takes no actions. A flying creature stays aloft, provided it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

Augment. If you can manifest level 2 powers, you may pull from your mental tower additional times when you use this power. Each time you do, the power affects a creature with 2 additional hit dice. If you pull 3 additional times, this power affects creatures regardless of their hit dice.

Telekinetic Projectile
Cost: 0 pulls
Manifesting Time: 1 action
Range: 5 feet
Choose an object weighting between 0.5 and 5 pounds within. You exert an abrupt telekinetic force on that object, accelerating it so that it flies up to 30 feet in a direction of your choice; if the object is being worn or carried, its carrier can make a Strength saving throw to prevent this acceleration.
The object stops early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take bludgeoning, piercing, or slashing damage as appropriate to the object equal to 1d8 + your power modifier.

You can use this power even if your mental tower has collapsed. If you do, you destabilize yourself. While unstable, subtract 1d4 from saving throws you make and creatures add 1d4 to attack rolls they make to hit you until the end of your next turn.

The damage dice of this power increase by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8). At 5th level, damage dealt with this power is always magical damage even if the thrown object is nonmagical.

Precognition
Cost: 0 pulls
Manifesting Time: 2 rounds
Range: Self
Through quiet concentration, you can see small fragments of localized futures. After manifesting this power, you see hints of what events may occur in the next minute. Before the power ends, you can roll a d4 and add it to one ability check that you make, or that another creature makes if you are using the help action to assist them. The ability check must be rolled before the ability check is made.

After you manifest this power, you can’t manifest it again for 1 hour.

This power has no display.

Mind Thrust
Cost: 0 pulls
Manifesting Time: 1 action
Range: 30 feet
By focusing on a creature within range, you can force a raw sliver of psychic energy at it. The creature must make an Intelligence saving throw or take psychic damage equal to 1d4 + your power modifier.

You can use this power even if your mental tower has collapsed. If you do, you deal yourself 1d4 psychic damage.

The damage dice of this power increases to 2d6 at 5th level, to 3d8 at 11th level, and to 4d10 at 17th level. These dice increase the damage dealt by your power, as well as the damage you deal to yourself if your mental tower has collapsed.

Telempathize
Cost: 0 pulls
Manifesting Time: 2 rounds
Range: 5 feet
You can reach out your mind to feel what another creature feels. Choose a target within range. If that target is not a creature, if it has an Intelligence of 3 or lower, or if it doesn’t speak any language, it is unaffected and you must pull 1 time from your mental tower.

You learn the creature’s surface thoughts, its emotional state, and where it feels pain, if anywhere. Because you are only receiving the psychic energies of this creature, you cannot seek deeper thoughts and the creature does not feel you probing into its mind.

Telepathic Network
Cost: 1 pull
Manifesting Time: 10 minutes
Range: 15 feet
Choose any number of creatures within range. Each willing joins a telepathic network that you create, which lasts for 1 hour or until you suffer a mental collapse. During this time, participating creatures can communicate telepathically with one another, regardless of language, as long as they are within 1 mile of each other. You know the general direction of any creature in your telepathic network. You can only maintain 1 telepathic network this way.


Level 2

Anchoring Frost
Cost: 1 pull
Manifesting Time: 1 action
Range: 30 feet
You chill a creature's body and mind. Choose a creature within range; it must make a Constitution saving throw. The target takes 3d8 cold damage on a failed saving throw, or half as much on a successful one. A creature that fails its save also has its speed reduced by 20 feet, to a minimum of 5 feet.

Augment. You may pull a number of additional times equal to your maximum power level. Each time you do, increase the damage of this power by 1d8.

Consuming Flame
Cost: 1 pull
Manifesting Time: 1 action
Range: 30 feet
You manifest a burst of flame in a 5-foot cube within range. Any creature within this space must make a Dexterity saving throw. A target that fails its save takes 3d8 fire damage and catches fire; until someone takes an action to house the fire, the target takes 1d10 fire damage at the start of each of its turns. A creature that succeeds on its save takes half of the initial damage and is not lit on fire.

Augment. You may pull a number of additional times equal to your maximum power level. Each time you do, increase the damage of this power by 1d8.

Psychic Shout
Cost: 1 pull
Manifesting Time: 1 action
Range: 20 feet
You force a blast of psychic energy outwards in a cone. Each target in the cone must make a Wisdom saving throw. A target that fails its save takes 2d8 psyychic damage, can’t take reactions, and can only use either an action or bonus action on its turn. A creature that succeeds on its save takes half of the damage and suffers no other effects.

Augment. You may pull a number of additional times equal to your maximum power level. Each time you do, increase the damage of this power by 1d6.

Synaptic Discharge
Cost: 1 pull
Manifesting Time: 1 action
Range: 30 feet
You bring forth a crackling bolt of lightning, drawn from the recesses of your own brain. A creature within range must make a Dexterity saving throw. A target wearing metal has disadvantage on this saving throw. A target that fails its save takes 3d8 lightning damage and has disadvantage on any Concentration saving throws that it rolls until the start of your next turn, including any save caused by damage dealt by this power. A target that succeeds on its save takes half damage and does not suffer disadvantage on Concentration saves.

Augment. You may pull a number of additional times equal to your maximum power level. Each time you do, increase the damage of this power by 1d8.


Level 3

Keen Edge
Cost: 3 pulls
Manifesting Time: 1 action
Range: 5 feet
This power makes a weapon magically keen, allowing it to deal devastating blows more easily. Choose a weapon. For 1 hour or until you suffer mental collapse, weapon attacks made with that weapon score a critical hit on a roll of 17-20.

Spatial Crush
Cost: 4 pulls
Manifesting Time: 1 action
Range: 30 feet
You pull on space around you, bringing them inwards in a 5-foot cube within range. Each creature or object in that space must make a Constitution saving throw. A target takes 6d6 force damage on a failed save, or half as much on a successful one, as the universe itself distorts where they stand.
After this power manifests, the space rebounds and hardens itself around the distorted point. No area within 30 feet of the affected cube can be affected by spatial crush for 1 round.

Telekinetic Thrust
Cost: 3 pulls
Manifesting Time: 1 action
Range: 30 feet
You apply a harsh psychic force to a creature within range, attempting to shove it back. A target must succeed on a Strength saving throw. A target that fails this save is pushed 40 feet away from you. A target that succeeds on its save is still pushed half the distance, unless it saves by 10 or more, in which case it suffers no effects.

If a target would move into the space of a creature or object that is small or larger, that obstacle must make a Dexterity saving throw or be hit by the flying target. On a failed save, the target’s movement stops early. Both the thrusted target and the obstacle it hit take 1d6 bludgeoning damage for every 10 feet that the target did not move.

Augment. You may pull a number of additional times equal to your maximum power level. Each time you do, increase the distance pushed by 10 feet on a failed saving throw, but not on a successful saving throw.

Third Eye
Cost: 3 pulls
Manifesting Time: 1 action
Range: Self
You open your third eye for 1 hour or until you suffer mental collapse. During this time, you have advantage on Wisdom (Perception) checks that rely on sight, you can see perfectly in darkness, you can see invisible creatures and objects, and you can see into the ethereal plane. You can also see backwards through observational sensors such as those created by the spells arcane eye and scrying, which allows you to view those who scry upon you as easily as they observe you.

The appearance of this third eye is obvious to anyone who casually observes you, though it can be covered or hidden just as normal eyes. At your option, it may be a physical eye or glowing rune on your forehead, an eye on your tongue or hand, or something else. The eye disappears when this power ends.


Level 4

Energy Outburst
Cost: 4 pulls
Manifesting Time: 1 action
Range: 30 feet
You shape your psychic energies into arcane power and unleash them in an explosion. Choose a point in space within the power’s range. A sphere of raw magical energy erupts from that point in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 damage and suffers an additional effect (see below). On a successful save, a creature takes half of the initial damage and does not suffer any additional effect.
When you manifest this power, choose one energy type. This type sets the damage of the explosion, and any additional effects it has on a failed saving throw.

Cold. The explosion deals cold damage. Targets that fail their save have disadvantage on attack rolls until the start of your next turn.
Fire. The explosion deals fire damage. Targets that fail their save burn, taking 2d8 fire damage at the end of each of their turns until a creature uses its action to put out the flame.
Lightning. The explosion deals lightning damage. Targets that fail their save become charged. At the end of their next turn, lightning arcs from them to the closest other creature within 20 feet of them. The new target must make a Dexterity saving throw or take 2d8 lightning damage.

Augment. You may pull a number of additional times equal to your maximum power level. Each time you do, increase the damage of the initial explosion by 1d8.

Fold Through Space
Cost: 3 pulls
Manifesting Time: 1 action
Range: 500 feet
You temporarily fold the space of reality where you stand on top of another space anywhere within range. The location you choose can be one that you can visualize, or you can describe by stating its distance and direction, such as “200 feet downward” or “upward to the northwest at a 45-degree angle, 300 feet”.
If you would arrive in a place already occupied by an object or a creature, you take 4d6 force damage and the spell fails to teleport you.

Psychic Solvent
Cost: 5 pulls
Manifesting Time: 1 action
Range: 15 feet
You meld your conscious psionic mind with the mind of a concentrating creature in range. Choose a willing creature that is concentrating on a spell within range. You take on the concentration instead of that creature, freeing their mind up to concentrate on another spell. You can’t manifest this power if you are already concentrating.

Trace
Cost: 1 pull
Manifesting Time: 1 bonus action
Range: 30 feet
In a flash of insight, you learn about every teleportation effect that occurred in the last minute within range. You learn how many creatures teleported, where those creatures teleported from, and where they ended. For a teleportation effect measured in feet, such as the spell misty step, you learn the precise destination point. For effects measured over larger spans, such as the spell teleport, you learn what location was visited and its general direction.
This information gives you a high level of familiarity with teleportation locations that you detect, and you can use it to make precise calculations when using powers such as fold through space and teleportation.

This power has no display.


Level 5

Ascendant Telekinesis
Cost: 7 pulls
Manifesting Time: 1 action
Range: 60 feet
You enter a state of powerful telepathy for 10 minutes. When you manifest this power, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the power.

Creature. You can try to move a huge or smaller creature. Make an ability check with your power ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this power.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this power.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

Domination
Cost: 7 pulls
Manifesting Time: 1 action
Range: 15 feet
You pull on the strands of a creature’s mind, puppeteering them to act as you command. Choose a creature that shares a creature type with you. It must succeed on a Wisdom saving throw or be charmed by you for 1 minute (concentration) or until you suffer mental collapse. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the power. If the saving throw succeeds, the power ends.

Augment. If you can manifest 7th-level powers, you can pull 3 additional times when you use this power to use it on a creature of any type.

Mind Blast
Cost: 7 pulls
Manifesting Time: 1 action
Range: 30 feet
You emit psychic energy in a cone out to range. Each creature in that area must make a Wisdom saving throw or take 4d8 + 4 psychic damage and be stunned for 1 minute (concentration). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Telekinetic Animation
Cost: 7 pulls
Manifesting Time: 1 action
Range: 60 feet
Objects of your choice come animate as you call upon them. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, large targets could as four objects, and huge targets count as eight objects. You can’t animate any object larger than huge. Each target animates and becomes a creature under your control for 10 minutes (concentration) or until you suffer mental collapse.

As a bonus action, you can mentally command any objects you have animated with this power if it is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Telekinetic Object Statistics:

Size

HP


AC

Attack

Str


Dex


Tiny

10


18

+8 to hit, 1d4 damage

4


18


Small

15


16

+8 to hit, 1d4 damage

6


16


Medium

30


15

+6 to hit, 1d10 damage

10


14


Large

60


14

+7 to hit, 2d10 damage

16


10


Huge

120


13

+8 to hit, 4d10 damage

18


6



A telekinetically-animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.


Level 6

Death Urge
Cost: 9 pulls
Manifesting Time: 1 action
Range: 10 feet
You place a twisted impulse in the unconsciousness of a creature you can see within range. A target must make a Wisdom saving throw. On a failed save, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself.
If armed, the subject attacks itself in the most efficient way possible, these attacks automatically succeed and always score a critical hit. If the target is unarmed and enemies are nearby, it will attempt to provoke as many opportunity attacks as possible from those enemies. A target will use environmental hazards to harm itself if possible, such as jumping off a cliff or hurling itself into lava.

Out of Time
Cost: 7 pulls
Manifesting Time: 1 action
Range: 30 feet
Choose a creature you can see within range. The target must succeed on a Charisma saving throw or disappear from reality for 1 minute (concentration). At the end of the duration, the target reappears in exactly the same orientation and condition as before. If the space that the target previously occupied now contains another creature or object, it instead reappears in the nearest space.

In each round that would have been the target’s turn, it can attempt another Charisma saving throw, returning on a success. The target can still take its turn in the round that it reappears.

Psionic Charms
Cost: 7 pulls
Manifesting Time: Special
Range: Special
Through this power you can cast up to 3 different spells that drive thoughts deep into the minds of others: dream, geas, and modify memory. Choose the spell to cast each time you manifest this power.

Spells cast through this power follow the normal rules for spellcasting, except they are powers and they only require components if the cost of those components is measured in gold pieces.


Level 7

Inflict Insanity
Cost: 10 pulls
Manifesting Time: 1 action
Range: 30 feet
A mind can be a fragile thing. Choose a creature within range. That creature must make an Intelligence saving throw or be affected by it for 1 minute (concentration) or until you suffer mental collapse.
An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.


d10
Behavior

1
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

2-6
The creature doesn’t move or take actions this turn.

7-8
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.

9-10
The creature can act and move normally.


Your DM may decide that this creature also suffers from madness. Use the short-term or long-term madness tables to determine its effects.

Augment. You may pull 5, 10, 15, or 20 additional times. If you pull at least 5 additional times, the insanity lasts for 1 hour and does not require concentration. If you pull 10 additional times, it lasts 8 hours. If you pull 15 additional times, it lasts 24 hours. If you pull 20 additional times, the insanity is permanent.

Teleportation
Cost: 5 or 10 pulls (see below)
Manifesting Time: Special
Range: Special
Through this power you can cast up to 2 different spells that allow for long-distance teleportation: teleport and teleportation circle. Choose the spell to cast each time you manifest this power. Teleport costs 10 pulls, while teleportation circle costs 5 pulls.

Spells cast through this power follow the normal rules for spellcasting, except they are powers and they only require components if the cost of those components is measured in gold pieces.

Ultrablast
Cost: 10 pulls
Manifesting Time: 1 action
Range: Up to 60 feet
You cause a minor tear in the fabric of the universe where you stand. The immediate effects of this ripple outwards from you to a distance of your choice, no more than the range of this power.

Each creature and object other than you in this explosion must make a Constitution saving throw. Large or larger creatures, and creatures that are concentrating, have disadvantage on this save. A target takes 13d6 force damage on a failed save, or half as much on a successful one.

animorte
2023-05-10, 02:37 AM
We've got a tie-breaker! It's a race to the finish! Thanks to both of these entries. :smallsmile:

Here is the voting thread! (https://forums.giantitp.com/showthread.php?656333-Game-Night-Voting-Thread-(base-class-contest)&p=25776516#post25776516) The process will be a little different this time around. Good luck!