Psion 1.5.3
Psion 1.5.3
                                                                      •	   Herdsheep
    Credits                                                           •	
                                                                      •	
                                                                           Ihileath
                                                                           Issac Dyne
    Designer: KibblesTasty                                            •	   Jack Inacker
                                                                      •	   Jacob Herrera
                                                                      •	   Jake Sine
    Editors: Gabriel Russell, Tony Casper
                                                                      •	   Johannes Wieland
                                                                      •	   Jonathen (Meerkat Manor) Bingham
    Additional Editing: somanyrobots                                  •	   Kainoa Pacarro
                                                                      •	   Larry Eger
    Cover Illustration: Trung Tin Shinji                              •	   Litchalope
                                                                      •	   Louis.
    Interior Illustrations: adrytia45 (psion class image), Trung      •	   Mahtaran
    Tin Shinji (character art).                                       •	   MangoPudding
                                                                      •	   masterofastra
    Additional Assistance: Chris Grimmett (Ideas, Testing,            •	   Matt Jones
    Writing), Modstin Pierce (Character Sheet Design), Skeluigi       •	   Michael Molik
    (Character Sheet Illustration), Steven Hall (Writing              •	   Michael Ramage
    Assistance).                                                      •	   Mitchell Baltosser
                                                                      •	   Mr. PR
    Additional Credits: Modstin Pierce (Character Sheet Design)       •	   Name
    Skeluigi (Character Sheet Illustration)                           •	   Nannette Groft
                                                                      •	   Nicholas Comeaux
    The creation and maintance of this is made possible by my         •	   Nicholas Gerrity
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                                                                                                                            Chapter 1 | Classes
                                                                                                                                                                                3
Psion
A huge orc flies across the room, smashing through
tables and chairs before hitting the wall with a
thunderous crash, collapsing dazed. A human, her
eyes still glowing with unearthly power, tosses a few
extra coins on the bar. “Sorry for the mess. If he
wakes up, tell him to try picking on someone his own
size next time.”
   The prisoner’s expression turns from defiant to
puzzled as the interrogator asks no questions, merely
stares at them silently. His puzzled expression turns
worried as he finds himself, unbidden, recalling where
he stashed the loot. “Under the stables behind the
Rusty Hook Inn” the interrogator finally speaks, as the
thief’s expression becomes terrified.
   “Ain’t you... cold or somethin’?” the dwarf asks the
elf as they trudge through the snow, eying her simple
robe and bare feet. “I just think ‘warm’” the elf replies
with a distracted air. The dwarf snorts, a puff of chilled
air. Typical elf nonsense. Except... they haven’t frozen
to death yet. “Say... could you think some ‘warm’ this
way?” the dwarf asks hopefully. To the dwarf’s
surprise, the chill of the snow fades away completely.
“That’s downright creepy... hey don’t stop now! Was
jus’ sayin’ it was creepy.”
   Psions are those who have tapped into a special
otherworldly force, with the ability to actualize the
power of their mind to accomplish impossible feats.
Reading minds, lifting vast weights, and transcending
physical limitations, they tend to inspire awe and
terror in equal measure.
   The exact nature of what psionic power is might be
a question answered in your setting, or it might not be.
Most view psionic power as coming from within,
though other answers exist—anything from the leaking
power of the realms beyond, to an alternate way to
express magic, to an actualization of an individual’s will upon   Table of Contents
the world.                                                        Psion ................................................................................................... 3
                                                                   Awakened Mind............................................................................... 6
Powerful Minds                                                     Unleashed Mind.............................................................................. 7
                                                                   Transcended Mind.......................................................................... 7
  Since a psion’s weapon is their mind, they are always a          Shaper’s Mind.................................................................................. 8
careless thought away from harming those around them. For a        Wandering Mind.............................................................................. 9
psion, the line between thinking and doing can be very thin,       Elemental Mind.............................................................................10
forcing them to keep their thoughts and emotions in check,         Consuming Mind...........................................................................11
lest their powers run amok. This leads to many of them            Psionic Disciplines................................................................12
developing odd behaviors or mannerisms to help them control        Enhancement Discipline.............................................................12
their state of mind, frequently seeming quite eccentric to an      Projection Discipline....................................................................12
outside observer.                                                  Telekinesis Discipline..................................................................14
  Consider how your psion keeps their powers in check, and         Telepathy Discipline.....................................................................15
how much their power bleeds into their everyday life. How          Transposition Discipline..............................................................16
reading minds may affect their body language or habits. Do         Psychokinesis Discipline.............................................................17
they add wood to the campfire from the comfort of their            Precognition Discipline...............................................................19
bedroll, or do they restrain themselves from using their power     Nullification Discipline................................................................20
for trivial matters lest they slip up?                             Consumption Discipline..............................................................21
                                                                  Psion Spell List......................................................................24
                                                                  Psion Feats.............................................................................25
                                                                  Spells.......................................................................................26
                                                                  License....................................................................................36
4
      Chapter 1 | Classes
    The Psion
              Proficiency
     Level                   Psi Points    Psi Limit                               Features                                Psionic Talents
                Bonus
      1st          +2            1            1        Psionic Archetype, Psionics                                                —
7th +3 7 4 — 4
9th +4 9 5 — 5
20th +6 20 10 Ascension 8
                                                                       description. You can pick a new psionic talent at 5th, 7th, 9th,
Psionic Archetype                                                      12th, 15th, and 18th level. When you level up, you can replace
At 1st level, you pick the archetype of psion you embody,              a psionic talent you have previously selected with a different
choosing from Awakened Mind, Unleashed Mind,                           option.
Transcended Mind, Shaper’s Mind, Wandering Mind, or
Consuming Mind, each of which are detailed at the end of the
class description. Your choice grants you features at 1st level,       Second Discipline
and again at 3rd, 6th, 10th, and 14th level.                           When you reach 3rd level, you can select a second psionic
                                                                       discipline from the list of psionic disciplines. You can’t select a
                                                                       Discipline you already know. You gain all features of a psionic
Psionics                                                               discipline when selecting it.
Psionic Disciplines
You are granted access to a psionic discipline (such as                Ability Score Improvement
Telepathy or Telekinesis) by your chosen archetype. A psionic
                                                                       When you reach 4th level, and again at 8th, 12th, 16th, and
discipline comes with a passive feature that expands your
                                                                       19th level, you can increase one ability score of your choice by
character’s capabilities and an active psionic power that can
                                                                       2, or you can increase two ability scores of your choice by 1.
be modified and empowered with psi points. Additionally you
                                                                       As normal, you can’t increase an ability score above 20 using
can use your discipline in more detailed applications to
                                                                       this feature.
recreate the effect of certain spells, listed at the end of the
discipline description. At 3rd level you can select a second
discipline, and 18th level you can select a 3rd discipline.            Psionic Mastery
  Psionic powers are suppressed by antimagic fields and can
                                                                       When you reach 5th level, you gain mastery of your psionic
be dispelled with dispel magic, but are only affected by
                                                                       powers. At the start of your turn you get 1 free psi point. This
counterspell if recreating the effect of a spell. Any check
                                                                       can be spent to empower psionic disciplines, but not to
required to dispel magic, counterspell or to identify a spell
                                                                       recreate spells or fuel Psionic Talents. If you have any unspent
being cast with psionics is made with disadvantage unless the
                                                                       free psi points granted by this feature left at the end of your
caster also has the Psionics feature. The detect magic spell
                                                                       turn, then they are lost.
will detect the usage of psionics, but not their nature: it will
                                                                         At 11th level, this is increased to 2 free psi points, and at
show up as a mysterious untyped power, even if being used to
                                                                       17th level, this is increased to 3. Points can be split between
generate the effect of a spell.
                                                                       different abilities.
  When recreating a spell through a psionic effect (using a
psionic discipline to cast the spell) the spell has no material or
verbal components, but using any psionic ability requires              Innate Psionics
somatic components and causes the psion to vibrantly glow
                                                                       At 11th level, you gain the ability to exert great feats of psionic
with the otherworldly psionic energies they are controlling.
                                                                       power. Choose one 6th-level spell from the psion spell list as
                                                                       an innate ability. You can use this innate ability to cast that
Psi Points                                                             spell once. You must finish a long rest before you can do so
Starting at 1st level, you gain access to psi points used to fuel      again. At higher levels, you gain more innate abilities of your
psionic discipline powers and effects. You have a number of            choice that can be used in this way: one 7th-level spell at 13th
psi points equal to your psion level, and you regain all spent         level, one 8th-level spell at 15th level, and one 9th-level spell at
points when you finish a short or long rest. You can spend a           17th level. You regain all uses of your Innate Psionics when
number of psi points equal to half your Psion level (rounded           you finish a long rest.
up) at a time. For example, if you’re a 5th-level Psion, you can         Innate Psionics are well beyond the normal scope of your
spend 3 psi points on a psionic power or cast a spell with a           powers and are not restricted by what disciplines you have.
cost of 3 psi points.                                                  Unlike psionic disciplines, they require any component the
                                                                       spell requires.
Psionic Ability
Psionic powers, Psionic Talents, and spells gained through             Third Discipline
this class use your psionic ability.                                   When you reach 18th level, you can select a third psionic
                                                                       discipline from the list of psionic disciplines. You can’t select a
     Psionic ability save DC = 8 + your proficiency bonus              discipline you already know. You gain all features of a psionic
                 + your Intelligence modifier                          discipline when selecting it.
    Psionic Archetypes
    Awakened Mind
    An Awakened Mind is a psion who had their psionic power
    awakened within them by an encounter, event, or
    circumstance. Perhaps their powers were latent or perhaps
    their destiny had been that of a normal creature until powers
    were suddenly thrust on them. Perhaps they brushed the
    realms beyond in a vivid dream, perhaps they wandered the
    Feywild and came back warped, perhaps they merely glimpsed
    the eyes of a creature that did not belong walking down the
    street.
       An awakening is often somewhat traumatic. Psions are not
    well understood and the first power they manifest—telepathy—
    is one of the most feared and shunned abilities.
       An Awakened can be either empathetic or cruel, good or
    evil. Knowing what is on the minds of others affects people in
    different ways, driving some away from society as they see its
    true face, while others feel drawn to help the problems only
    they can see.
    Opened Mind
    At 1st level when you select this archetype, your mind
    awakens the ability to directly connect to the minds of other
    creatures, granting the psionic discipline of Telepathy.
    Mental Awareness
    Additionally, starting at 1st level, you can use Intelligence       Empowered Psionics
    instead of Wisdom when making an Insight check against a            Starting at 6th level, when you deal damage with a psionic
    creature with an Intelligence ability score of 6 or higher.         discipline power you can add your Intelligence modifier to the
      Further, if you have telepathically communicated with a           damage dealt.
    willing creature, you know their general location (direction
    and rough estimate of distance) for the next hour as long as        All Seeing Eye
    you are on the same plane as them.                                  Starting at 10th level, you can see a creature by its mind. You
                                                                        gain a mindsight of 60 feet, allowing you to see creatures with
    Mind Reader                                                         an Intelligence of 6 or higher within range as if by blindsight.
    Starting at 3rd level, when you use Telepathic Intrusion, you       A creature you are unaware of can still be hidden from you,
    can force the target to make an Intelligence saving throw           but you can use your Intelligence modifier instead of your
    instead of a Wisdom saving throw against the power (deciding        Wisdom modifier when making Perception checks to detect
    when you use the ability).                                          creatures.
      When a creature fails a saving throw against your Telepathic
    Intrusion, you gain a d4. Until the end of your next turn, if you   Full Awakening
    make an attack roll against the creature or the creature makes      Starting at 14th level, you can briefly fully awaken your
    a saving throw against one of your psionic powers other than        expanded mind to true comprehension. At the start of your
    Telepathic Intrusion, you can add or subtract the d4 from the       turn, you can expend 2 psi points to gain advantage on all
    roll (deciding to roll before you roll the attack or use the        saving throws and attack rolls until the start of your next turn.
    power).
Overwhelming Power
Additionally at 1st level, you gain the ability to cast
thaumaturgy with your psionic powers. When you cast it in
this way, you have an additional options:
•	 You cause up to 10 pounds of loose objects within 10 feet of
   you to start floating for 1 minute.
•	 You can force all targets within 5 feet to make a Strength
   saving throw, or be pushed 5 feet away from you.
Rampaging Power
Starting at 3rd level, you gain a d4 rampage die. Once on each
of your turns when making a damage roll, you can add this
rampage die to the damage roll. If you dealt damage during
your last turn, your rampage die becomes a d6, increasing
with each subsequent turn you deal damage by one step, up to
a d12; if you did not deal damage during your last turn or
become incapacitated, it becomes a d4 once more. If you
maintain a continuous d12 rampage die for more than one
minute, you gain one level of exhaustion.
Empowered Psionics
Starting at 6th level, when you deal damage with a psionic
discipline power you can add your Intelligence modifier to the
damage dealt.
Uncontrollable Mind
Starting at 10th level, the strength of your rampaging mind is
such that others’ attempts to control it are futile. You gain
immunity to the charmed and frightened conditions, as well as
effects that would control your mind while your rampage die is
a d8 or more.
    Shaper’s Mind
    A Shaper is a Psion that specializes in the materialization of
    their imagination, projecting it out into the world. No mere
    conjurers borrowing the powers of other planes, a Shaper
    manifests things from nothing but their own mind, weaving
    their creations into existence through the exertion of raw
    psionic power and imagination.
      A Shaper’s mind is a tool of nearly unrivaled power
    possessing both boundless creativity and inexorable will, but if
    that will is overrun, the world would do well to fear a Shaper’s
    nightmares.
    Creator’s Mind
    At 1st level when you select this Archetype, you gain the ability
    to will the contents of your mind into the world, granting you
    the psionic discipline of Projection.
Imaginary Army
Starting at 14th level, you can allow your mind to run wild,
letting an astral army spring forth into reality. When you use
Replicate, you can create one additional Astral Construct that
can be controlled with the same action (commands still only
affect one Astral Construct of your choice). This additional
construct lasts until the start of your next turn and can’t be
sustained. Once you create an additional duplicate, you can’t
do so again until you finish a short or long rest.
Wandering Mind
A Wandering Mind is among the more mysterious incarnates
of psions, these are individuals that just aren’t quite rooted in
the same reality everyone else is... they find it more pliable and
slippery, and prone to jumping right through it on occasion.
   How they get their powers varies. Some were born in the
ethereal plane or went through a portal while young.
Sometimes it is just that their mind just works along an axis
most people cannot understand. No matter its source, they
manifest a truly unique ability to treat certain aspects of the
metaphysical with a certain mundanity, and are prone to
treating their powers as absolutely natural things as one might
treat an arm or leg.
                                                                       Curious Mind
Spatial Manipulation                                                   Starting at 3rd level, your wandering mind adapts to new
At 1st level when you select this archetype, your mind                 situations constantly. Whenever you finish a long rest, you can
grows a greater perspective on the nature of space                     select two skills you lack proficiency in. Until the end of your
and dimensions, allowing you to manipulate it and                      next long rest, you can add half your proficiency bonus,
your relation to it, granting you the psionic discipline               rounded down, to ability checks made with those skills.
of Transposition.
  Additionally, your connection to your transdimensional               Phase Dancer
powers are such that you can slide through the spaces you see          Starting at 6th level, once per turn, you automatically gain one
in dimensions as another might slip through a tight space,             illusory duplicate as per the blurring modifier when you use
without conscious thought or effort. You can use your                  your Phase Rift power. Additionally, your first attack roll
Dexterity ability score in place of your Intelligence ability          before the end of your turn after using Phase Rift gains
score calculating the DC or attack roll modifier of                    advantage.
Transpositional powers, alternate effects, or talents that
require the Transpositional discipline.
                                                                       Flickering Presence
                                                                       Starting at 10th level, your unspent Psionic Mastery points
Nomad’s Gear                                                           are not lost until the start of your next turn, but can only be
Additionally at 1st level, you gain proficiency with martial           used to cast flicker.
weapons and medium armor.                                                Additionally, when you roll for the effect of flickerK or blink
                                                                       you can expend 1 psi point to reroll the result. You can select
Cunning Strikes                                                        which of the two results you would like to use.
Starting at 3rd level, you gain the Rift Strike talent. If you
already have the Rift Strike talent, you can gain one other            Planeswalker
Psionic Talent of your choice. The Rift Strike talent doesn’t          Starting at 14th level, your understanding of how to traverse
count against your Psionic Talents known, but can’t be                 space expands to a previously incomprehensible scale. You
switched out on leveling up.                                           gain the ability to cast plane shift and teleport. You can cast
                                                                       one of these spells per day once without expending a spell slot
 Talent: Rift Strike p. 77                                             or use of Innate Psionics. Once you do this, you must finish a
 Prerequisite: Transposition Discipline                                long rest before you can use them again, or use your 7th level
 When you use your Phase Rift power as an action, you can make a
                                                                       or higher use of Innate Psionics instead of the spell selected
 single weapon attack as a bonus action.
                                                                       for that level to cast these spells again before finishing a long
                                                                       rest. If you already have one of these spells selected for your
     7th level Innate psionic power, you can select a new 7th-level       Controlled Power
     spell from the psion list for that slot. Material components are     When you use a spell or power that targets an area, you can
     still required for casting plane shift this way.                     select a number of creatures equal to the psi points spent in
                                                                          the area of effect for the spell or power to be ignored. The
     Winding Paths                                                        power passes harmlessly around these creatures, they
     Additionally at 14th level, your phase rift no longer has to go      automatically succeed on their saving throw against the effect,
     in a straight line, though it can only pass through a creature’s     and they take no damage if they would normally take half
     space once.                                                          damage on a successful save against the effect.
                                                                          Raging Power
     Elemental Mind                                                       When you use a spell or power, you can let it rage out of
     An Elemental Mind is a Psion that can manifest and control           control. When you roll damage for the power or spell, you can
     elements as an extension of their will.                              reroll a number of dice up to 1 + the number of psi points
                                                                          spent. You must use the new roll.
     Elemental Power
     At 1st level when you select this archetype, you gain a deep         Empowered Psionics
     intrinsic tie to elemental power, granting you the ability to        Starting at 6th level, when you deal damage with a psionic
     manipulate it. You gain the psionic discipline of Psychokinesis.     discipline power you can add your Intelligence modifier to the
                                                                          damage dealt.
     Primordial Aspect
     Additionally at 1st level, as an action or when you deal fire,       Full Manifestation
     cold, or lightning damage (no action required), you take on an       Starting at 10th level, when you enter a primordial aspect, you
     aspect of that element until the end of your next turn or until      can expend 1 psi point to fully manifest that element,
     you take a new primordial aspect.                                    replacing the primordial aspect with the following effect. If
                                                                          you are specialized in that element, it doesn’t require a psi
      •	 Cold: You gain an icy shell, reducing any nonmagical             point to fully manifest the power.
         bludgeoning, piercing or slashing damage taken by your
         proficiency bonus.
      •	 Fire: You gain a fiery aura. Once per turn, a creature within
         5 feet that hits you with a melee attack takes fire damage
         equal to your proficiency bonus.
      •	 Lightning: You flicker with lightning. Your walking speed is
         increased by 5 feet for the duration.
      Aspect Appearance
      The appearance of the aspect manifesting itself may vary, perhaps
      your hair becomes fire and radiates heat, or your skin takes
      on an icy sheen, but whatever the nature and consequence of
      the aspect is apparent to observers.
     Living Power
     Starting at 3rd level, your powers become a living
     extension of your mind, weaving an extension of your will into
     reality, allowing you to manipulate your powers in more
     advanced ways. When you use a power or alternate effect of
     Psychokinetics, you can apply one of the following modifiers:
     Shaped Power
     When you use a power or spell that makes a ranged spell
     attack, you can convert it to a melee spell attack (such as
     forming it into a weapon shape), and when you would make an
     attack that would make a melee spell attack, you can instead
     form it into a shape and hurl it at a target within 15 feet
     making a ranged spell attack.
                                                                        Limitations
Consuming Mind                                                          Even when used with Mind Vampire, Mind Devourer still requires a
A Consuming Mind is a master of a dangerous branch of                   reaction to use, meaning that it can still effectively trigger once per
psionics, born from the ability to sap energy from other                round. All normal restrictions of Mind Devourer still apply (such as
creatures. This power can tear away thoughts, minds, and                a minimum Intelligence ability score of the target.)
ultimately vitality for the psion’s own consumption. A feared
branch of psionics, it is sometimes believed to be one of the          Shattered Husks
primeval roots of all psionic power, as it can be found among          Starting at 14th level, your Mind Leech ability always gains
mind-eating monsters and ancient psionic space whales...               the Shredding modifier, and it doesn’t cost a psi point to add
which might have other names in various settings.                      the modifier.
   It has been refined by those that seek greater power either           Further, you can use additional power to leave their mind
from ambition or desperation, and unlocks a terrible but               further vulnerable. You can spend additional psi points on the
effective path. One example of mortal creatures walking this           Shredding modifier to further reduce their next Intelligence,
path are the houses of dark elves, who developed their dark            Wisdom, or Charisma saving throw (up to 2 additional points
powers from their study of feral, vampiric, brain-eating               to reduce it by a total of 3d4). Once this effect has been
monsters.                                                              applied to a creature, you can’t spend additional psi points on
                                                                       the Shredding modifier against the creature until 1 hour has
Psionic Predator                                                       passed.
At 1st level when you select this archetype, you gain the ability
to consume the psionic power of others. You gain the psionic
discipline of Consumption.
Dark Lurker
Additionally at 1st level, your powers grant you intuition that
allows you to better adapt and survive as a mind hunter. You
gain proficiency in Stealth and Deception. If you are already
proficient in either skill, you instead become proficient in a
skill of your choice.
   When you use psionic abilities, you can make an
Intelligence (Deception) check contested by a target’s Wisdom
(Insight) to conceal your use of psionic powers from them,
suppressing the ability’s usual visible indicators. If you spend
psi points on the ability, you must subtract the psi points spent
                                                                           Enhancement Talents
     Psionic Disciplines                                                   The following talents can be selected if you have the
                                                                           Enhancement Discipline:
     Enhancement Discipline                                                Body Control (Prerequisite: 5th-level Psion)
     Enhancement is the ability to interact with a creature’s nature         You can cast alter self at will, without expending a spell slot
     and abilities with your psionic power.                                or psi points. Additionally, when you cast enlarge/reduce on
                                                                           yourself, you may expend 1 psi point instead of 2.
     Enhancing Skill
     You can focus your psionics to enhance your abilities.                Enhanced Regrowth
     Whenever you make an ability check using Strength or                    You gain the cure wounds spell, and can cast it as a 1st-level
     Dexterity, you can add 1d4 to the result.                             spell by expending 1 psi point. You can cast it at a higher level
                                                                           by spending an additional psi point for each level above first.
                                                                           When you cast cure wounds on a creature, you can use
     Enhancing Surge                                                       Enhancing Surge on that creature as a bonus action.
     Psionic power
                                                                           Metamorphosis (Prerequisite: Body Control)
     Casting Time: 1 action                                                 The mutateK and polymorph spells are added to your
     Range: 60 feet                                                        Enhancement Alternate Effects list.
     Components: S                                                          You can only target yourself when casting polymorph this
     Duration: 1 round                                                     way.
     You empower the body of a target creature you can see with            Physical Surge
     your psionics. The target gains 1d6 temporary hit points and            When you use Enhancing Surge targeting yourself, you can
     the next time the target deals damage, it deals 1d6 additional        choose to make your Strength or Dexterity ability score equal
     damage to one target of that damage roll. Any remaining               to your Intelligence ability score until the start of your next
     temporary hit points from this power fade when you use it             turn.
     again.
       You can spend psi points up to your per use limit to add the        Surging Power
     following modifiers to Enhancing Surge (you can add multiple            When you target only yourself with Enhancing Surge, you
     modifiers). The points must be spent when choosing the target         can use the power as a bonus action instead of an action, but
     of the power.                                                         the damage and temporary hit points the base power grants
                                                                           are reduced to 1d4 when using the power this way.
     Fortifying (1+ psi points): The target gains an extra 1d6
     temporary hit points for each point spent.                            Transcendent Life (Prerequisite: 9th-level Psion)
                                                                              The mass cure wounds and reincarnate spells are added to
     Resilient (3 psi points): The target gains resistance to all          your Enhancement Alternate Effects list. Reincarnate requires
     damage until the start of your next turn.                             its normal material components when cast this way.
     Savage (1+ psi points): The target’s next weapon attack deals
     1d6 additional damage for each point spent.                           Projection Discipline
                                                                           Projection is the ability to project what is in your mind to the
     Swift (2 psi points): The target gains an additional action.          outside world with your psionic power.
     That action can be used only to take the Attack (one weapon
     attack only), Dash, Disengage, Hide, or Use an Object action.
                                                                           Project Item
                                                                           As an action, you can use your powers to project an inanimate
     Alternate Effects                                                     object you imagine into your hands. It can’t be larger than 3
     Additionally, when you learn the Enhancement psionic                  feet on any side or weigh more than 10 pounds, and is clearly
     discipline you can use your Psionics feature to cast the              ethereal in nature. The item behaves as a solid object.
     following spells as per the rules defined in the feature:             Weapons created with this feature deal force damage.
       Point Cost                    Alternate Effects                       Projected items fade after 1 minute, and you can have no
            1           heroism, longstrider, unlocked potentialK          more than 3 projected items at a time.
     Telekinesis is the ability to interact with physical objects and            4                orbital stonesK, resilient sphere
     energy with your psionic powers.                                            5             telekinesis, wall of force, shockwaveK
Overwhelming (3 psi points): The target is stunned until the           Mental Influence
end of its next turn if it fails its saving throw.                       You specialize in the subtle touch, picking stray thoughts
                                                                       and soothing concerns without overtly intruding upon a mind.
Rending (1+ psi points): The target takes 1d8 psychic                  You gain expertise in the Persuasion skill, though you are
damage for each additional point spent on a failed save.               reduced to normal proficiency against creatures that are
                                                                       immune to mental influence or charm (such a creature under
Terrifying (1 psi point): The target is frightened of you until        the effect of mind blank).
the end of your next turn if it fails its saving throw.
     Reflected Agony                                                     Blurring (1–3 psi point): You gain an illusory duplicate, as
       When a creature within 120 feet that you can see deals            per the mirror image spell. You gain 1 duplicate per psi point
     damage to you, you can use your reaction to spend 1 or more         spent (up to a maximum of 3). One remaining image fades at
     psi points (up to your psi limit) to share the pain you             the start of each of your turns.
     experienced back at them, dealing 1d10 psychic damage per
     point spent. The damage this deals can’t exceed the damage          Disruptive (1+ psi points): Each target that fails their saving
     taken from the attack.                                              throw takes an extra 1d8 force damage for each point spent.
     Tactical Opening (Prerequisite: 5th-level Psion)                    Echoing (2 psi points): You immediately use Phase Rift again
       You can communicate the openings in a creature’s defenses         with the same action.
     to your allies. When a creature fails a saving throw against
     your Telepathic Intrusion, you can take the Help action             Ethereal (2 psi points): You can pass through solid objects,
     targeting that creature as a bonus action, helping another          buildings, and terrain as long as you end your Phase Rift in a
     creature that you can telepathically communicate with. When         space you can occupy. If your Phase Rift would end inside a
     you take the Help action in this way, the range of it becomes       space you can’t occupy, the power fails.
     30 feet.
                                                                         Long (1–3 psi points): You can travel an additional 10 feet for
     Telepathic Link                                                     each point spent.
        Your Telepathic Communication gains an unlimited range
     as long as you have communicated with the creature within
     the last day, and the target willingly maintains the link.
                                                                         Alternate Effects
                                                                         Additionally, when you learn the Transposition psionic
     However, it takes an action to focus to communicate over
                                                                         discipline you can use your Psionics feature to cast the
     distance if you can’t see the target (or for the target to
                                                                         following spells as per the rules defined in the feature:
     communicate with you if they can’t see you). You can maintain
     a link with a number of people equal to your Intelligence
     modifier in this way. You can convey as much in a turn as you        Point Cost                    Alternate Effects
     could by speaking normally.                                               1                   expeditious retreat, flickerK
                                                                               2              misty step, blur, pass without a trace
     Transposition Discipline                                                  3              blink, nondetection, turbulent warpK
     Transposition is the ability to modify the properties of space            4       banishment, dimension cutterK, dimension door
     and manipulate dimensional boundaries with your psionic
                                                                               5            flickering strikesK, spatial manipulationK
     powers.
                                                                         If a spell can be cast at a higher level, you can spend
     Flicker Step                                                        additional psi points to cast it at a level equal to the psi points
     On your turn, you can replace your movement by teleporting 5        spent.
     feet in any direction to a space you can see. You can pass
     through creatures but can’t pass through objects, buildings or
     terrain more than 4 inches thick. This distance increases by 5      Transposition Talents
     feet at 5th level (to 10 feet), at 11th level (to 15 feet), and     The following talents can be selected if you have the
     becomes equal to your speed at 17th level. This replaces all        Transposition Discipline:
     movement for your turn when used.
                                                                         Rift Strike
                                                                           When you use your Phase Rift power as an action, you can
     Phase Rift                                                          make a single weapon attack as a bonus action.
     Psionic power
                                                                         Flickering Escape (Prerequisite: 11th-level Psion)
     Casting Time: 1 action                                                Whenever you roll a d4 for flicker, you can teleport 5 feet
     Range: Self                                                         after the attack resolves.
     Components: S
     Duration: 1 round                                                   Lingering Rifts
                                                                         When you use Phase Rift you can choose to leave a 5 foot
     You step through space, traveling up to 10 feet in a straight       wide tear in reality behind, forming a line between your
     line leaving a spatial tear behind. You can pass through            starting location and ending location until the start of your
     creatures but can’t pass through objects, buildings or terrain      next turn. Any creature that enters this area for the first time
     more than 4 inches thick. Any creature in the path of this tear     or ends their turn in it must make a saving throw against the
     must make a Dexterity saving throw or take 1d8 force                effect of Phase Rift as if it passed through them. If a creature
     damage.                                                             is in the area of multiple lingering rifts, they are affected only
     You can spend psi points up to your per use limit to add the        once.
     following modifiers to Phase Rift (you can add multiple
     modifiers). The points must be spent when choosing the target       Phase Shot (Prerequisite: Rift Strike)
     of the power.                                                        When use your Phase Rift power, you can instead empower
     Existential (1+ psi points): You deal an additional 1d4 initial       Magical Resistance (Prerequisite: 9th-level Psion)
     and bonus (if applicable) force damage to the target creature           You have advantage on saving throws against spells and
     on a failed save.                                                     other magical effects.
  STR	 DEX	 CON	INT	 WIS	CHA                                            Propelled Bound (Prerequisite: Telekinesis or Psychokinesis)
  1 (−5)	 10 (+0)	 10 (+0)	 10 (+0)	 10 (+0)	 10 (+0)                     When you move on your turn, you can expend movement,
                                                                        up to your speed, in single bounding leap, propelled by
  Skills Perception +4                                                  telekinetic power or psychokinetic force.
  Damage Vulnerabilities bludgeoning
  Damage Resistances piercing, slashing                                 Schism (Prerequisite: 5th-level Psion)
  Condition Immunities blinded, charmed, deafened, frightened,            You can spend 1 psi point to temporarily divide your mind to
   paralyzed, petrified, poisoned, stunned                              do two things at once until the end of your turn. While dividing
  Senses blindsight 60 ft. (blind beyond this radius), passive          your mind, if you use your action on a psionic power or spell
   Perception 14                                                        granted by a Psionic Discipline, you can use your bonus action
  Languages understands the languages of its creator but can’t          to use a psionic power that would normally take an action.
   speak                                                                The two powers share your per use psi point limit between
                                                                        them.
When you summon a Psi Crystal, you can store a fragment of
your personality in it that you can then release by shattering
                                                                        Tantrum (Prerequisite: Unleashed Mind subclass)
the crystal. Select one of the following when summoning a psi
                                                                          Your anger boils just beneath the surface. When you roll
crystal.
                                                                              Special Cases
     Multiclassing                                                            Spells with an * can be selected and cast as the level they are
     Should you want to multiclass into Psion, the prerequisites              listed at only.
     and proficiencies are listed below:
      •	 Prerequisite: 13 Intelligence
      •	 Proficiencies gained: Psionics
Arctic Breath                                                     3d8 cold damage and becomes stuck in the ice, reducing their
                                                                  speed by 10 feet until the start of your next turn. On a success,
1st-level conjuration
                                                                  the target takes half as much damage and is not stuck in ice.
                                                                    The ground in the area is covered with slick ice and snow,
Classes: Druid, Sorcerer, Wizard
                                                                  making it difficult terrain until the start of your next turn.
Casting Time: 1 action
                                                                    At Higher Levels. When you cast this spell using a spell slot
Range: Self (30-foot line)
                                                                  of 3rd level or higher, the damage increases by 1d8 for each
Components: V, S
                                                                  slot level above 2nd.
Duration: Instantaneous
A line of freezing arctic wind 30 feet long and 5 feet wide       Compelled Query
blasts out from you in a direction you choose. Each creature      1st-level psionic
in the line must make a Dexterity saving throw. On a failed
save, a creature takes 2d8 cold damage and their speed is         Casting Time: 1 action
reduced by 10 feet until the end of their next turn. On a         Range: 60 feet
successful save, a creature takes half as much damage and         Components: S
isn’t slowed.                                                     Duration: Instantaneous
  At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, the damage increases by 1d8 for each      You focus your telepathic powers on a creature and ask it a
slot level above 1st.                                             simple question. It must make an Intelligence saving throw, or
                                                                  it conjures a short mental thought or image that answers your
Beam of Annihilation                                              question to the best of its ability that you can perceive
                                                                  telepathically. A creature gains a +5 to the saving throw
6th-level evocation
                                                                  against this spell for each time it has been used on them in the
                                                                  past 24 hours.
Classes: Sorcerer, Wizard
Casting Time: 1 action
Range: Self (60-foot line)                                        Crackle
Components: S                                                     2nd-level evocation
Duration: Concentration, up to 3 rounds
                                                                  Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
You unleash a beam of pure energy, selecting cold, fire, force,   Casting Time: 1 action
or lightning energy when you cast this spell and blasting it      Range: 60 feet
outward in a line that is 60 feet long and 10 feet wide that      Components: V, S
persists until the start of your next turn. Any creature that     Duration: Instantaneous
starts their turn in this beam must make a Dexterity saving
throw. On a failed save they take 8d8 damage of the beam’s        You create three arcs of lightning striking targets in range. You
energy type, or taking half as much on a successful save.         can direct them at one target or several.
  While you are concentrating on this spell, your speed is 0.       Make a ranged spell attack for each arc. On a hit, the target
At the start of each of your turns, you can use your action to    takes 1d12 lightning damage. If three or more arcs hit a single
maintain the beam or redirect it, rotating it up to 90 degrees    target, they must make a Constitution saving throw or become
in any direction. Any creature the beam passes through while      shocked, stunning them until the start of their next turn.
rotating (if the beam passes completely through them and            At Higher Levels. When you cast this spell using a spell slot
they will not start their turn inside of it) must make a Dex-     of 3rd level or higher, you create one additional arc for each
terity saving throw or, take 4d8 damage of the beams energy       slot level above 2nd.
type on a failed save, and taking no damage on a successful
save.
  If you do not use your action maintain or redirect it, the
                                                                  Crushing Singularity
spell ends early.                                                 3rd-level transmutation
                                                                  Classes: Wizard
Cold Snap                                                         Casting Time: 1 action
2nd-level evocation                                               Range: 60 feet
                                                                  Components: V, S
Classes: Sorcerer, Wizard                                         Duration: 1 round
Casting Time: 1 action
Range: 90 ft (5 ft radius)                                        You create an overwhelming gravitational singularity at a point
Components: S                                                     within range that lasts until the start of your next turn. When
Duration: Instantaneous                                           you cast this spell, any creature within 15 feet of the point
                                                                  must make a Strength saving throw. Creatures that fail their
With a snap of your fingers a swirling burst of freezing wind     saving throw are moved to the closest available space adjacent
erupts at a point you choose within range. Each creature in a     to the singularity and take 3d6 bludgeoning damage, and an
5-foot-radius sphere centered on that point must make a           extra 1d6 bludgeoning damage for each other creature that
Constitution saving throw. On a failed save, a creature takes     fails the saving throw, up to a maximum of 6d6 bludgeoning
28
        Chapter 2 | Spells
     start of your next turn, each time you would take damage,           Future Insight
     including the triggering attack, roll a d4. On a 2, you gain
                                                                         1st-level psionic
     resistance to that instance of damage. On a 4, you don’t take
     any damage.
                                                                         Casting Time: 1 action
                                                                         Range: Self
     Flickering Strikes                                                  Components: S
     5th-level conjuration                                               Duration: 10 minutes
     Classes: Ranger, Wizard                                             Your roll 3d4 or 1d12 (your choice) and record the results.
     Casting Time: 1 action                                              During the duration, you can expend one of these dice to add
     Range: Self (30-foot radius)                                        or subtract them from any attack roll, saving throw, or ability
     Components: V, S, M (a melee weapon you are proficient with         check made by a creature within 60 feet of you until the dice
     worth at least 1 sp)                                                are exhausted or the spell ends. You must expend the die after
     Duration: Instantaneous                                             the roll is made, but before you know the outcome of the roll.
     You flourish a weapon weapon you are proficient with used in        Glimpse the Future
     the casting and then vanish, instantly teleporting to and
                                                                         2nd-level psionic
     striking up to 5 targets within range. Make a weapon attack
     against each target. On hit, a target takes the weapon damage
                                                                         Casting Time: 1 action
     from the attack + 6d6 force damage.
                                                                         Range: 60 feet
       You can then teleport to an unoccupied space you can see
                                                                         Components: S
     within 5 feet of one of the targets you hit or missed.
                                                                         Duration: 10 minutes
     Fling                                                               You give a creature within range a glimpse of their future. Roll
     2nd-level transmutation                                             a d4 to determine outcome:
Ice Spike                                                             creature within the world. The target must make an
                                                                      Intelligence saving throw. On failure, it takes 8d8 + 8 psychic
4th-level evocation
                                                                      damage and is removed from the imaginary world, returning
                                                                      to where they were before being pulled into it.
Classes: Sorcerer, Wizard
                                                                        The world can be brightly or dimly lit, and you control the
Casting Time: 1 action
                                                                      weather within it.
Range: 60 feet
                                                                        When the spell ends, you and any creature that remains in
Components: V, S
                                                                      the world exit the world returning to space you entered the
Duration: Instantaneous
                                                                      world from.
You create a lance of ice that shoots up from the ground to
                                                                       Quickly Constructed Worlds
impale a creature within range. The target must make a
                                                                       The casting time of this spell is 1 action, which is 6 seconds in
Dexterity saving throw. The target takes 4d8 piercing damage           game. It is recommended that that you come up with a general
and 4d8 cold damage on a failed save. The target takes only            layout and any resources needed for this spell in collaboration
the 4d8 cold damage on a successful save.                              with your GM when you select the spell, and make at most minor
  At Higher Levels. When you cast this spell using a spell slot        changes to the world when casting it.
of 6th or 7th level, you can create a second spike. When you
cast this spell using a spell slot of 8th or 9th level, you can
create a third spike. Additional spikes can target the same or        Invested Competency
different creatures.                                                  5th-level psionic
     target twice, or jump to a target out of the spells range. The     Components: V, S, M (a twig from a tree that has been struck
     spell can jump a maximum of five times.                            by lightning)
       On a miss, the target takes half as much damage and the          Duration: Concentration, up to 1 minute
     spell doesn’t jump to a new target.
       At Higher Levels. When you cast this spell using a spell slot    Crackling beams of blue energy leap from your hands. For the
     of 5th level or higher, the starting damage increases by 1d12      duration of the spell, as an action, you can direct them toward
     for each slot level above 4th.                                     a creature within range, dealing 1d12 lightning damage to that
                                                                        creature.
                                                                          At Higher Levels. When you cast this spell using a 3rd- or
     Launch Object                                                      4th-level spell slot, the damage increases to 2d12 and the
     1st-level transmutation
                                                                        range increases to 30 feet. When you cast it using a 5th- or
                                                                        6th-level spell slot, the damage increases to 3d12 and the
     Classes: Inventor
                                                                        range increases to 60 feet. When you cast it using a spell slot
     Casting Time: 1 action
                                                                        of 7th level or higher, the damage increases to 4d12 and the
     Range: 60 ft.
                                                                        range increases to 120 feet.
     Components: S
     Duration: Instantaneous
                                                                        Mind Blast
     Choose one object weighing 1 to 5 pounds within range that         6th-level psionic
     isn’t being worn or carried. The object flies in a straight line
     up to 90 feet in a direction you choose before falling to the      Casting Time: 1 action
     ground, stopping early if it impacts against a solid surface. If   Range: Self (60-foot cone)
     the object would strike a creature, that creature must make a      Components: S
     Dexterity saving throw. On a failed save, the object strikes the   Duration: Instantaneous
     target and stops moving. When the object strikes something,
     the object and what it strikes each take 3d8 bludgeoning           You emit a blast of psychic energy. Each creature in a 60-foot
     damage.                                                            cone must make an Intelligence saving throw. A creature takes
       At Higher Levels. When you cast this spell using a spell slot    6d8 psychic damage and is stunned until the end of their next
     of 2nd level or higher, the maximum weight of objects that you     turn on a failed save. A creature takes half as much damage
     can target with this spell increases by 5 pounds, and the          and is not stunned on a successful save.
     damage increases by 1d8, for each slot level above 1st.
                                                                        Mutate
     Lightning Charged                                                  3rd-level transmutation
     2nd-level evocation
                                                                        Classes: Druid, Occutlist, Sorcerer, Warlock, Wizard
     Classes: Inventor                                                  Casting Time: 1 action
     Casting Time: 1 action                                             Range: Self
     Range: Touch                                                       Components: V, S, M (something from an extinct animal)
     Components: V, S, M (a piece of metal once used in a               Duration: Concentration, up to 10 minutes
     lightning rod)
     Duration: 10 minutes                                               You manipulate the nature of your body with magic
                                                                        temporarily giving it new properties. You can select three of
     You channel lightning energy into a creature. The energy is        the following properties:
     harmless to the creature, but escapes in dangerous bursts to
     other nearby creatures.                                             •	 Your body becomes malleable and amorphous. You have
       Every time that creature strikes another creature with a             advantage on saves and checks against grapples and the
     melee attack, a spell with a range of touch, is struck by              restrained condition, you do not suffer disadvantage from
     another creature with a melee attack, or ends their turn while         squeezing into smaller spaces, and you can squeeze
     grappling or being grappled by another creature, they deal             through openings two sizes smaller than you.
     1d6 lightning damage to that creature.                              •	 You grow one additional appendage. This appendage
       Once this spell has discharged 6 times (dealing up to 6d6            serves as an arm and a hand, though it can take the shape
     damage), the spell ends.                                               of an arm, tentacle, or similar appendage.
       At Higher Levels. The spell can discharge damage 2                •	 You extend the length of your limbs, increasing the reach
     additional times (dealing 2d6 more total damage) before the            on melee attacks, touch spells, and object interactions by 5
     spell ends for each slot level above 2nd.                              feet.
                                                                         •	 Your flesh hardens, your base AC becomes 14 + your
                                                                            dexterity modifier if it is not already higher.
     Lightning Tendril                                                   •	 You grow more resilient, adapting against one external
     1st-level evocation
                                                                            threat. You gain advantage on one type of saving throw of
                                                                            your choice.
     Classes: Druid, Occultist, Sorcerer, Warlock, Wizard
                                                                         •	 You adapt your body to an aquatic environment, sprouting
     Casting Time: 1 bonus action
                                                                            gills and growing webbing between your fingers. You can
     Range: Self (20 feet)
                                                                            breathe underwater and gain a swimming speed equal to
                                                                                                           Chapter 2 | Spells
                                                                                                                                            33
     You can swap the position two creatures you can see within          much damage and are not teleported.
     range. An unwilling creature can make a Charisma saving               You can also teleport one willing creature of your size or
     throw, preventing the swap on success.                              smaller who is carrying gear up to its carrying capacity. The
       At Higher Levels. When you cast this spell using a spell slot     creature must be within 5 feet of you when you cast this spell,
     of 6th level or higher, you can swap an additional set of           and there must be an unoccupied space within 5 feet of your
     creatures of each level about 5th.                                  destination space for the creature to appear in; otherwise, the
                                                                         creature is left behind.
                                                                           At Higher Levels. When you cast this spell using a spell slot
     Terrifying Visions                                                  of 4th level or higher, the damage increases by 2d4 for each
     1st-level enchantment                                               slot level above 3rd.
     Classes: Bard
     Casting Time: 1 action
                                                                         Unburden
                                                                         1st-level transmutation
     Range: 60 feet
     Components: V
                                                                         Classes: Inventor
     Duration: Instantaneous
                                                                         Casting Time: 1 action
                                                                         Range: Touch
     You instil a vision of terrifying hallucinations into the mind of
                                                                         Components: V, S
     a target you can see. The target must make a Wisdom saving
                                                                         Duration: 1 hour
     throw. On failure, it takes 3d6 psychic damage and must
     immediately use its reaction to move to move it's movement
                                                                         A creature you touch no longer suffers the penalties to its
     speed directly away from you. This movement does not force
                                                                         speed or to its Dexterity (Stealth) checks from wearing
     the creature to move into any hazard or take movements that
                                                                         medium or heavy armor, and is no longer encumbered from
     cause it to take damage (such as jumping off a cliff or moving
                                                                         carry weight unless it is carrying more than twice the weight
     into a spell effect). On a successful save, the target takes half
                                                                         that would encumber it.
     as much damage and isn't forced to move.
        At Higher Levels. When you cast this spell using a spell slot
     of 2nd level or higher, the damage increases by 1d6 for each        Unlocked Potential
     slot level above 1st.                                               1st-level psionic
     Turbulent Warp
     3rd-level psionic
Psionic Talent
Name Cost
   Name                    Cost
36
     License
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         License itself. No other terms or Conditions may be applied
         to any Open Game Content distributed using this License.          System Reference Document 5.1 Copyright 2016, Wizards of the
     3.	 Offer and Acceptance: By Using the Open Game Content You          Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris
         indicate Your acceptance of the terms of this License.            Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
     4.	 Grant and Consideration: In consideration for agreeing to         Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
         use this License, the Contributors grant You a perpetual,         based on original material by E. Gary Gygax and Dave Arneson.
         worldwide, royalty-free, nonexclusive License with the exact
         terms of this License to Use, the Open Game Content.              Kibbles’ Compendium of Craft and Creation Copyright 2021,
     5.	 Representation of Authority to Contribute: If You are             KibblesTasty.
         contributing original material as Open Game Content, You
         represent that Your Contributions are Your original Creation      END OF LICENSE
         and/or You have sufficient rights to grant the rights conveyed
         by this License.