Psion Archetypes - Strix
Psion Archetypes - Strix
Psion Archetypes - Strix
the Immortal Archetype uses psionic energy to augment and modify the physical form.
Followers of this order are known as Immortals. They use psionic energy to modify their
bodies, strengthening them against attacks and turning themselves into living weapons.
Their mastery of the physical form grants them their name, as Immortals are notoriously
difficult to kill.
Whenever you gain a Psion level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be a necromancy or transmutation
spell from the cleric, druid, paladin, or psion spell list.
Each focus has a benefit only granted while it is being focused on, as detailed below:
● Adaptive Body. While focused, you don't need to eat, breathe, or sleep. To gain the
benefits of a long rest, you can spend 8 hours engaged in light activity, rather than
sleeping during any of it.
● Bestial Form. While focused, you have advantage on Wisdom (Animal Handling)
checks.
● Brute Force. While focused, you have advantage on Strength (Athletics) checks.
● Celerity. While focused, your walking speed increases by 10 feet.
● Corrosive Metabolism. While focused, you have resistance to acid or poison damage.
● Diminution. While focused, you have advantage on Dexterity (Stealth) checks.
● Giant Growth. While focused, your reach increases by 5 feet.
● Iron Durability. While focused, you Gain +1 AC
● Psionic Restoration. While focused, you can use a bonus action to touch a creature
that has 0 hit points and stabilize it.
● Psionic Weapon. While focused, choose one weapon you're holding or your unarmed
strike. When you attack with it while focused on this discipline, its damage is psychic
and magical, rather than its normal damage type. Until you reach 6th level as a
Psion, you don't add your Strength or Dexterity modifier to the psychic attack's
damage rolls.
● Adaptive Body. You gain resistance to acid, cold, fire, lightning, and thunder damage
until the end of your next turn.
● Bestial Form. Until you focus on another psychic focus or start a short or long rest,
you can see invisible creatures and objects within 10 feet of you, even if you are
blinded.
● Brute Force. You gain a +5 bonus to Strength checks and saving throws until the end
of your next turn.
● Celerity. Your walking speed increases by 30 feet until the end of the current turn. If
you have another form of movement speed, this increase applies to those speeds as
well.
● Corrosive Metabolism. One creature that you can see within 30 feet of you must
make a Constitution saving throw. On a failed save, it takes 3d6 poison damage and
is poisoned until the end of your next turn. On a successful save, the target takes half
as much damage and isn't poisoned.
● Diminution. You shift to an incredibly small size and then suddenly return to normal,
sending an opponent flying backward. Choose one creature you can see within 5 feet
of you. It must succeed on a Strength saving throw or be knocked prone.
● Giant Growth. You gain 10 temporary hit points. In addition, until the end of your next
turn, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit,
and your reach increases by 5 feet. If you're smaller than Large, you also become
Large until the end of your next turn.
● Iron Durability. You gain resistance to bludgeoning, piercing, and slashing damage
until the end of your next turn.
● Psionic Restoration. You regain 3d8 hit points.
● Psionic Weapon. The next time you hit with a weapon attack before the end of your
next turn, the weapon deals an additional 3d10 psychic damage.
● Adaptive Body. While you retain focus, you have resistance to your choice of acid,
cold, fire, lightning, or thunder damage. You can use your action to change the
damage type.
● Bestial Form. While you retain focus, wings sprout from your back, and you gain a
flying speed equal to your walking speed.
● Brute Force. The first attack that you make that hits while you retain focus deals an
additional 5d6 damage of the same type. This extra damage is magical, even if the
modified damage isn't.
● Celerity. While you retain focus, you can use your bonus action to take the Dash
action or make one weapon attack.
● Corrosive Metabolism. When you first begin focusing, you exhale a wave of acid in a
60-foot line that is 5 feet wide. Each creature in the line must make a Constitution
saving throw, taking 6d6 acid damage on a failed save, or half as much on a
successful one.
● Diminution. While you retain focus, you can freely control your size as a bonus
action, changing between Tiny, Small, Medium, and your normal size.
● Giant Growth. When you first begin focusing, you gain 20 temporary hit points. In
addition, while you retain focus, your melee weapon attacks deal an extra 1d6
bludgeoning damage on a hit, and your reach increases by 10 feet. If you're smaller
than Huge, you also become Huge for the duration.
● Iron Durability. While you retain focus, you gain a +5 bonus to your AC. Each time
you are hit by an attack, the bonus decreases by 1 until it reaches 0.
● Psionic Restoration. When you first begin focusing, you can remove a level of
exhaustion from yourself or any of the following conditions: blinded, deafened,
paralyzed, or poisoned.
● Psionic Weapon. When you first begin focusing, choose a type of weapon. While you
retain focus, you have a +3 bonus to attack and damage rolls made with that type of
weapon.
Soul knives vary widely in their approach to this path. Some follow it out of a desire to
achieve martial perfection. Others are ruthless assassins who seek to become the perfect
killer.
Martial Training
At 1st level, you gain proficiency with medium armor and martial weapons.
For you, a soul knife is a martial melee weapon with light and thrown (60/120) properties. it
has a d6 Magical Psychic damage die and uses your Intelligence modifier for attack and
damage rolls. Additionally, you suffer no penalty when using two-weapon fighting with the
soul knives.
As a reaction, you can use the blades to parry; you gain a +2 bonus to AC until the start of
your next turn or until you are incapacitated. You also gain this bonus to AC when you take
the Dodge action while you have one or more soul knives equipped.
The Nomad
Nomads keep their minds in a strange, rarified state. They seek to accumulate as much
knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek
the underlying structure of all things. At the same time, they perceive a bizarre, living web of
knowledge they call the noosphere.
Nomads, as their name, indicate delight in travel, exploration, and discovery. They desire to
accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can
become an obsession for them.
Whenever you gain a Psion level, you can replace one spell you gained from this feature
with another spell of the same level. The new spell must be a divination or conjuration spell
from the druid, Psion, sorcerer, or wizard spell list.
Breadth of Knowledge
At 14th level, you gain the ability to extend your knowledge. When you finish a long rest, you
gain five proficiencies of your choice: These can be weapons, Skills, Tools proficiencies, or
languages. This benefit lasts until you finish a long rest.
Alternatively, you may gain the ability to have proficiency in all saving throws instead.