Earning Training PointsTraining Points are earned by completing character arcs, pursuing side quests to
uncover places of power or mysteries of Pergasha, exploring the world, and helping
NPCs. These points are used to purchase a new feature such as feats and psionic
abilities. Each player also receives one Training Point at 4th, 8th, 12th, 16th, and
19th levels.
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Spending Training PointsTraining Points can be spent when leveling up, with special trainers, at places of
power, or at the GM’s discretion.
Training Point Costs
Psionic Talent. Select one Psionic Talent. You now know this talent and can use it
as per standard rules.
Psionic Discipline. Select one Psionic Discipline. You now know this discipline,
its focus, and all the abilities for this discipline.
Increase Psi Points. Gain a number of Psi Points equal to 1d6 + your Intelligence
modifier. Your maximum increases, but your Psi Limit remains the same.
Feat. Select one feat and gain its benefits.
Trained Ability. Select an ability from the next section and gain its benefits.
You must have sufficient Training Points for the ability as well as meet any requirements.
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Requirements: None
You gain the ability to
utilize Brutalities (see the Path of the Primal Warrior in the class section). Select two Brutalities that you learn
from the list. You can use a Brutality once per short rest.
Requirements: None
You gain the ability to
sacrifice your physical durability in exchange for psionic power. When activating a psionic
discipline, you can pay its Psi Point cost with your hit points instead. Your current hit
points are reduced by the number of hit points you spend. This reduction cannot be lessened
in any way.
Once you use this feature, you cannot use it again
until you finish a short rest.
Requirements: Training in any Awakened
Discipline
You can peer through possible futures and
pull one of them into events around you, ensuring a particular outcome. When you or a
creature you can see within 60 feet of you makes an attack roll, an ability check, or a
saving throw, you can use your reaction to ignore the die roll and decide whether the number
rolled is the minimum needed to succeed or one less than that number (your
choice).
When you use this feature, you gain one level of
exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in
this way.
Requirements: None
You can exert yourself
to alter your psionic energy. When
you use a psionic discipline or talent that deals psychic damage,
you can spend 1 Psi Point to transmute that energy into force
damage.
You cannot spend this point if doing so would increase
the
cost above your Psi Limit, and this cost cannot be reduced in
any way.
Requirements: Training in any Far Hand
Discipline
You can overload your psychic focus to
create a protective barrier. As a reaction against an incoming non-psionic attack (even if
you are surprised), you create an invisible globe with radius of 15 feet centered on you.
Nothing physical can pass the barrier until your next turn including attacks or creatures.
Projectiles stop in the middle of the air and fall to the ground, and any creatures Large or
smaller caught in or crossing the barrier are pushed back 5 feet and knocked
prone.
Your psychic focus immediately ends if it’s active, and
you can’t use it until you finish a short or long rest. You cannot use this feature if you
can’t use your psychic focus.
Requirements: None
You can draw on your
psychic focus to escape great harm.
As a reaction when you take damage, you can halve that
damage against you.
Your psychic focus immediately ends if it’s
active, and you
can’t use it until you finish a short or long rest. You cannot use
this feature if you can’t use your psychic focus.
Requirements: Psi Limit 5
You can draw on
your reserves of psionic power to pull
yourself from death’s door. At the end of your turn while at 0
hit points, you can spend 5 psi points to immediately regain a
number of hit points equal to your level + your Constitution
modifier. You do not suffer exhaustion from dropping to 0 hit
points.
Once you use this ability, you cannot do so again until
you
finish a full rest.
Requirements: Ki Points
You have carefully
honed your spiritual prowess and unlocked new skills within yourself. When you train in Ki
Artistry, you can select one of the following abilities. You may take this training multiple
times to select new features from this list.
Requirements: Action Surge and Second
Wind
You are a master at the art of battle and can
tap deep into your fighting spirit to enhance yourself. When you train in Martial Prowess,
you can select one of the following abilities. You may take this training multiple times to
select new features from this list.
Requirements: None
You have honed your
martial skills and can now perform special combat maneuvers. You learn one maneuver
of your choice from the Battle Master archetype. If the maneuver requires a saving throw,
the DC is equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your
choice). Additionally, you gain 1 superiority die (if you don't already have
superiority dice, it is a d6). This die is used to fuel your maneuvers. It is expended when
you use it, and is regained when you finish a short or long rest. You may select this
training ability more than once.
Requirements: Fine quality saddle and a
mount
You have trained in the art of mounted combat.
Your mount shares your initiative. While mounted, you use its movement speed in place of
your own, and you can comfortably attack with ranged or melee weapons while mounted and
moving. In addition, you gain the following benefits:
Requirements: None
You can draw vigor from
the psi energy you use to power your psionic disciplines. Immediately after you spend Psi
Points on a psionic discipline, you can take a bonus action to recover hit points equal to
the number of Psi Points you spent.
You must finish a short rest
to use this ability again.
Requirements: None
You can absorb the
energy within a mysterium to invigorate your mind. By spending a bonus action, you can break
down the energy within a mysterium and gain a number of Psi Points according to the rarity
of the item (see below). The mysterium is rendered inert and falls apart.
| Rarity | Psi Points |
|---|---|
| Common | 2 |
| Uncommon | 3 |
| Rare | 4 |
| Very Rare | 5 |
Requirements: None
You can overload your
psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a
target’s saving throw against a discipline or talent you use but at the cost of using your
psychic focus.
Your psychic focus immediately ends if it’s
active, and you can’t use it until you finish a short or long rest. You cannot use this
feature if you can’t use your psychic focus.
Requirements: Telepathy
You know when a
creature communicating with you via telepathy is lying as well as a simple description of
its mood or disposition.
Requirements: Rage
You have tapped deep
within your primal strength to enhance your Rage ability. When you train in RAGE!, you can
select one of the following abilities. You may take this training multiple times to select
new features from this list.
Requirements: None
You gain the ability to
bind your soul to another. Select a willing creature with a minimum Intelligence of 6 to
share a bond. You must spend a short rest in meditation with the creature while holding
hands or otherwise touching. At the end of this meditation, you will always be aware of each
other’s location, well-being, and can telepathically communicate with each other regardless
of distance. If bonded souls are within 120 feet of each other, they can freely share
Inspiration Points.
If one of you perishes, the bond is broken,
and the other is aware. A fragment of the deceased’s soul will always be within the mind of
the other, and if the living partner does not have Fate, it gains
it.
You can only Soul Bind with one creature at a time. If you
Soul Bind with another creature before your first partner dies, you suffer one point of
exhaustion.
*. The Training Point cost for this feature can be
shared between two individuals, each one spending 1 TP.
Requirements: Proficiency in Wisdom saving
throws
Even the simplest psionic technique requires a
deep understanding of how psionic energy can augment mind and body. You can replace your
proficiency in Wisdom saving throws with Strength, Dexterity, or Constitution whenever you
finish a short or long rest. You gain proficiency in saves using that ability instead, and
this change lasts until you finish your next short or long rest.
Requirements: Ranger's Survival
Instincts
You are a ranger without equal and find
more comfort in the wilderness than in a town or village. Select one Survival Instinct that
you do not currently know. You may take this training multiple times and select a different
Survival Instinct each time.
Requirements: Sneak Attack
You are no
simple thief, scamp, or scoundrel. You are not only excellent at your own craft, you are
clever enough to borrow good ideas from others in your line of work. When you train in
Talented Rapscallion, you can select one of the following abilities. You may take this
training multiple times to select new features from this list.
Requirements: None
Add your Intelligence
modifier to your initiative rolls.