Unleash the power of your mind with the Mind Weaver class! This mod introduces a new playable class focused on psionic abilities, wielding psychic weapons, and manipulating the battlefield with their mental prowess.
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Removed spell Necroveil Arrow: Chainshot as it has random effect of causing a crash when inspecting during selection. The spell is complicated, not worth keeping around and has random conflicts which I am unable to consistently debug. It happens to some people and does not to the majority of others so removing it makes sense.
Version 7.5.0
Aetheric Strider: Recreated all Bow spell VFX from Mind Weaver and Arcane Archer without the animations. The Bow Cast, Prepare and Impact VFX turned out amazing
Aetheric Strider: Changed all Bow Spell and Cantrip Icons to reflect the same theme
Aetheric Strider: Added Necroveil Arrow Spells and Cantrips
Aetheric Strider: Necroveil Arrow: Wither - Fire a necrotic arrow that deals Necrotic damage and inflicts Weak Grip. For the next 3 turns, the target's body will wither every turn, taking Psychic damage unless they pass a Constitution saving throw.
Aetheric Strider: Necroveil Arrow: Spellseal - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target attempts to cast a spell, you may React and fire a bow attack against them. On hit, the spell is Blocked.
Aetheric Strider: Necroveil Arrow: Sunder - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target makes a weapon attack, you may React, forcing them to miss and fire a bow attack against them. On hit, they are Disarmed.
Aetheric Strider: Necroveil Arrow: Veilbind - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target moves, you may React and fire a bow attack against them. On hit, the target becomes Restrained until they succeed a Strength Saving Throw.
Aetheric Strider: Necroveil Arrow: Repulse - Fire a necrotic arrow that deals Necrotic damage and Psychic damage. For the next 3 turns, if the target deals weapon damage to an ally, you may React and fire a bow attack against them. On hit, the target is pushed back 5 meters and knocked Prone.
Aetheric Strider: Necroveil Arrow: Chainshot - Loose a potent arrow charged with Necroveil energy, striking an enemy target and rebounding within a distance of 10m to up to 4 nearby foes with alternating damage of Necrotic damage or Psychic damage plus your Spellcasting Ability Modifier. Each impact resonates with Necroveil force, leaving enemies reeling from the chain of assaults.
Version 7.4.1
Frostveil Sage - Added Rapier and Scimitar proficiencies
Frostveil Sage - Chillbound Strike now deals extra damage based on target's Frostbite stacks and does not consume the Frostbite. Also new VFX and animation if using Custom Animations addon for Mind Weaver
Frostveil Sage - Rimeclaw now has common actions of Dash, Disengage and Jump
Frostveil Sage - Added Frostveil Shift to Rimeclaw, a teleport once per combat that freezes ground at the destination
Version 7.4.0
This is an updated version that is identical between nexus and mod.io to make adding features easier. It should be compatible with previous versions based on my test, if you encounter issue start using on a new game
Added Custom Animations optional file that gives Aetheric Strider animations from Arcane Archer and gives Frostveil Sage animations from 4 Elements Monk. This is NOT compatible with any mod changing base race/class animations!!
Feat every level optional files should now be loaded after Main file and along with it
Version 7.3.0
ImpUI is now removed as a dependency as it was only required for Custom Resource Icons. Tested to be working without it.
Frostveil Sage - Fixed issue with Rimeclaw frozen body VFX during long rests
Frostveil Sage - Added Rimeclaw passive Frozen Instinct which allows walking on and immunity from Prone on Frozen surfaces and Difficult Terrain.
Frostveil Sage - Added Rimeclaw passive Frigid Demise that causes a Frozen shockwave when Rimeclaw is reduced to 0 HP. The shockwave inflicts 8 stacks of Frostbite, small amounts of damage and on save deals half damage and 4 frostbite stacks
Forceblade - Fixed Ethereal barrier tooltip and Level 1 slot using a Bonus Action
Version 7.2.0
Frostveil Sage - Added new summon Rimeclaw at Level 2 which is a covered in ice Artcic Bear with various Frost abilities. It deals low damage, is tanky, freezes ground and inflicts Frostbite with every ability including standard attacks boosting Sage's damage. This summon is meant to be utility based.
Soul Scion - Fixed Spiritbrand costing Bonus Action point
Soul Scion - Fixed Soul Shock having concentration
Void Reaver - Mindforce Blades now activate automatically at the start of combat
Version 7.1.0
Added 3 last spells to Soul Scion: Curse of Entropy, Essence Implosion and Deep Soul Surge
Soul Scion progression slightly changed to gain 2 Scion invocations at Level 4, 6 and 8 so all 15 spells are acquired by Level 12
Anima Shield for Soul Scion can now only be used in Combat and is removed at the end of combat
Neural Anima for Soul Scion can now only be used in Combat
Hypothermic Collapse for Frostveil Sage can now only be cast on Enemies
Neural Sphere for Void Reaver now correctly deals Psychic damage and not Force while under Void Corruption effect
Version 7.0.0
Soul Scion initial release
Version 6.1.1
Forceblade: Pulse Wave: Push/Pull and Gravity Sinkhole now work correctly with Mindweaver's Sanctuary
Psionic Warden: Fixed and enhanced tooltips for Psionic Echo, Psionic Echo: Arc and Psionic Echo: Ray
Frostveil Sage: Fixed Frostbite Enclosure tooltip duration depending on the Frostbite stack count
Version 6.1.0
Astral Seer: Astral Instability has been renamed to Astral Chaos and has been mechanically changed so read in the comments or articles
Astral Seer: Added Astral Eruption, Chaos Fling, Chaotic Casting and Embrace the Chaos
Aetheric Strider: Deathveil Spiral fixed to work correctly with Veilstrider's Wrath
Void Reaver: Abyssal Bolt and Abyssal Discharge fixed to always hit their targets when they become active.
Version 6.0.9
Added Dark Afflictions mechanic for Void Reaver, these are significant changes to Void Reaver and how it plays so read the Void Reaver article or check sticked comment
If you are updating an existing save with a character as Void Reaver, you must respec that character into something else and then back to Void Reaver in order to get the correct progression!
Version 6.0.8
Forceblade received 4 new spells: Force Eruption, Celestial Pull / Celestial Force Cleave, Pulse Wave - Pulse Wave (Push) - Pulse Wave (Pull) and Gravity Sinkhole (Gravity SInhole requires leveling past level 12)
Void Reaver: Dimensional Shift now has different damage scaling that differs between target and caster
Version 6.0.7
Added Psionic Echo mechanic for Psionic Warden with 2 cantrips, Psionic Echo: Arc and Psionic Echo: Ray. This allows Warden 2 cantrips to be cast on their next turn after Psionic Synergy is applied and lasts until Long Rest or until Psionic Echo: Arc is used. Psionic Echo can be used/gained multiple times in combat and will help being completely starved for spell slots.
Made changes to Frozen Empowerment to be more reliable when entering and leaving surfaces. It will also apply a visible status to player so they know it is active Void Frenzy now scales with level to 1d4, 1d6 and 1d8. It lasts 3 turns, will also work with all melee weapon attacks and will apply multiple times per combat as well as stack from multiple kills.
Fixed Frostbite Enclosure icon when using controllers
Fixed Into the Void appearing as Cloud of Daggers in combat log
Fixed Astral Seer Celestial Focus so it takes the higher result of the dice roll when rolling twice and also changed the tooltip causing confusion on it granting advantage because it doesn't.
Fixed Astral Seer Obliteration Nova Level 5 using a Level 4 spell slot
Due to people still having issues on consoles with Choices Pending the Ability Score +2, +1 is now automatically selected to INT/DEX so modify these based on the subclass and when respecing. I have over 100 bug reports on mod.io so this is why it was implemented even though I was against it all this time.
Version 6.0.6
Fixed Permafrost Monolith duration when upcasting to level 2, 3, 4
Version 6.0.4
Added a new spell for Frostveil Sage called Hypothermic Collapse which inflicts a status on target without expiration, once they reach less than 10% health the target instantly dies and shatters into ice shards doing AE damage to all enemies around them.
Void Frenzy for Void Reaver now triggers only on killing enemies and also has a dyanmic animation similar to Rage as well as custom status VFX on character while it is active
Fixed Frostveil Replace spell options
Fixed more tooltips
Version 6.0.3
Fixed Rime Beacon applying Frostbite correctly to Aura target as well as their allies
Frigid Domain now has savingthrows for damage but always applies Frostbite to targets standing in it. This is good enough compromise for no damage upcasting
Fixed all the tooltip issues with new stack increases for Frostbite generating spells
Version 6.0.2
Frostbite applied to enemies now has VFX that actually makes them look Frostbitten and shows a blue status name effect when applied
Frostbite damage now scales more aggresively, level 1-4 1d4 damage, level 4-8 1d6 damage and level 9-12 2d4 damage. Double Frostbite damage with 8 stacks goes to 2d4, 3d4 and 4d4
Increased all Frostbite generation from Spells and Cantrips. Duration spells will apply 2 stacks per turn, regular spells apply 4 stacks and cantrips apply 2 stacks (besides Frostbite Touch which stays at 4 stacks)
Frozen Empowerment now also scales by level starting with 1d4 to 1d6 and finally 2d4
Rime Beacon now only effects Enemies and has had it's damage increased to 2d6, 3d6, 4d6 while turn duration is decreased to 4 turns
Fixed some tooltip descriptions
Updated Frostveil Sage started armor and weapon names
Chillbound Strike (Cold) does not generate Frostbite anymore due to new increase with Spells/Cantrips
Version 6.0.1
Fixed Chillstride granting immunity to being prone on Frozen Surfaces and granting 5m jump distance while standing in them, it will now appear as a status when entering and leaving Frozen Surfaces for context
Frigid Burst will now freeze water surfaces
Added a new passive called Frozen Empowerment which increases Cold damage from spells when standing in Frozen surfaces
Version 6.0.0
Frostveil Sage initial release
Version 5.0.4
Aetheric Strider: Deathveil Spiral targets Enemy only and not Ally
Aetheric Strider: Cloak of Malice tooltip update to state it will be removed on any buffs/healing from allies
Void Reaver: Mindforce Blades now has custom Dual Wield attack VFX while active executing a Vertical Psionic slash and Force Red cleave effects
Void Reaver: New Passive as Level 4 called Void Frenzy which triggers once per combat after killing a character and grants extra 1d4 Force damage to Cantrips, Dimensional Ambush and Mindforce Blades for 2 turns
Version 5.0.3
Aetherveil Hunt and Pursuit now both have 18m range
When using Aetherveil Hunt and spending Aether your next Aetherveil Retreat within the same turn becomes a Freecast and costs no Aether. Same is true when using Aetherveil Retreat and it will make Aetherveil Hunt a Freecast within that turn.
Version 5.0.2
Spectral Pursuit correctly appears as an Illusion Spell and not a Class Action
Fixed Veil Exile upcast and explosion damage
Fixed Spirit Shatter upcast and Soulfire damage over time
Fixed Aetheric Strider use of Mind Surge compatible spells when upcasting
Version 5.0.1
Fix Arcane Might Infusion: Remove variant to properly remove from Ranged weapons
Psychic Chainshot will now only chain to Enemies and not Ally
Version 5.0.0
Aetheric Strider release
Fixed Psionic Warden spell replace spell functionality and progression on selecting spells when leveling up
Fixed issue with Bladeforce Beam VFX not displaying correctly
Forceblade Telekinetic Grasp doesnt use Hex as base anymore so it wont conflict with other mods modifying Hex spell implementation
Changed Weapon/Body status Effects for Psionic Warden, Void Reaver (back to what it was) and Forceblade now has one during certain spell buffs
Forceblade Improved Extra attacks moved to Level 14 as it made the subclass too strong
Other VFX added during Psionic Synergy, Force Empowerment and some others
Cerebral Amplification now applies to any Cantrip to give options when multi classing with other classes
Mind Blade VFX recolored to look more Psychic
Fixed Mind over Matter removing AC after having INT of 25+. It caps out now at 3AC
Version 4.3.1
Forcebound Retribution now has 2 charges per Rest and doesn't use Mind Surge
Added Custom Action Resource Icons for Forcebound Retribution Charges
Void Reaver now has Shortsword Proficiency
Fixed Cerebral Amplification not applying to Mind Weaver Cantrips
Fixed certain Cerebral Enhancements not showing in later Levels
Telekinetic Grasp is now a Ranged Spell Attack and not 100% guaranteed to pull
Added Cerebral Enhancement for Forceblade called Telekinetic Impact which adds 1d4 Force damage to Telekinetic Grasp and after level 7 also adds full spellcasting modifier to damage
Version 4.3.0
Mindforce Blades now costs a Bonus Action
4 new class defining spells added, 1 for each subclass and are granted automatically at Level 10: Psionic Cataclysm, Mindforce Eruption, Force Dominion, Glacial Starstrike
Version 4.2.2
Phantasmal Echo will now appear purple/psychic as was intended
Implemented Custom Action Resource Icons for Mind Surge, Mindstrike Riposte, Kinetic Deflection, Anomaly Suppression and Spectral Vanish
Version 4.2.1
Fixes Mindblade Apparition VFX and character summon Visuals
Version 4.2.0
Void Reaver spell slot gain fixed
Version 4.1.0
Fix Astral Flux: Celestial Focus not rerolling damage
Multi-class modifier for spell progression moved to subclass to smooth out spell slot gain. Respec due to this!!
Void Reaver spell progression changed to handle multi-classing better. Starts at Level 3
Version 4.0.9
Added Level 13-20 Progression for Spell Slots, Feats and Spell Upcasts for all Subclasses. New spells for 13-20 will come later
Potential Fix for the obscure Astral Flux Instability Combat Log and Icon spam
Version 4.0.8
Cerebral Amplification now scales with level. Level 5-9 Half INT and 10-12 Full INT Modifier
Anomaly Suppression charge pool now 2 at Level 2 and +1 at Level 5 and 8
Version 4.0.7
Anomaly Suppression, Psychic Chainbolt, Phantasmal Echo fixes and some tooltip text rewording
Version 4.0.6
Fix Cerebral Amplification not being applied across all subclass Cantrips that have the passive. It will also apply to Void Reaver MIndforce Blades attacks with both Psychic/Force damage
Fix incorrect tooltips for Astral Seer robe and Astral Seer Staff
Version 4.0.5
Put back the multiclass modifier to 1 as it doesnt seem to be possible to control it at the subclass level when multi classing into mind Weaver from other classes.
Version 4.0.4
Added all missing Void Reaver spells upcasts for multi classing
Version 4.0.3
Added 2 new and final spells to Void Reaver: Phantasmal Echo and Synaptic Conduit. Both are really unique and provide great utility
Fixed Mindshroud distance to 18m
Version 4.0.2
Fixes Astral Seer's Psionic Storm not granting correct temporary level for followup, not having Concentration on followup and allowing infinite refreshing of duration instead of static 10 turns.
Version 4.0.1
Fixed multi classing bug with Void Reaver
Version 4.0.0
Void Reaver subclass release. (Check sticky in posts for details on subclass)
Version 3.0.5
Fixed Obliteration Nova appearing as a spell replacement for Astral Seer without having 4th Level Spell slot
Version 3.0.4
Psionic Warden armor and Astral Seer robe (Robe of Spell Resistance) are both now available in the tutorial chest
Version 3.0.3
Seer's Temptation is not automatically granted at lvl 4 as it can be too volatile in early levels
Fixed Seer's Temptation VFX, Sound effects and Animation
Version 3.0.2
Added new spells: Seer's Temptation and Insanity Prelude.
Added new Astral Anomalies: Poisonous Miasma, Forceful Displacement, Grease Rift, Astral Webbing, Cosmic Fog
Version 3.0.1
Ethereal Icebolt now leaves targets Frozen under Astral Instability
Obliteration Nova now hurls all targets from center under Astral Instability
Psychokinetic Rift now leaves targets Frightened under Astral Instability
Version 2.1.1
Fixed Mindbreaker Wound tooltip not displaying for Forceblade
Fixed Astral Dominance passive not being available at lvl 9 for Forceblade
Version 2.1.0
New Mind Weaver specific items added to vendors in ACT 2
Version 2.0.9
Forceblade and Psionic Warden can now Replace Spells when leveling up like warlock/sorcerer do
Mind Surge moved to subclass progression to prepare for Astral Seer as it's Mind Surge will behave differently
Version 2.0.8
Psionic Warden - Mind Blade enhancement lvl 1 now properly grants 2 turn of Int Disadvantage so that spells like Cognitive Ruin can benefit from it
Forceblade - Kinetic Deflection description now properly states Greatsword or Longsword is required
Version 2.0.7
Added new reaction Spell called Forcebound Retribution - Teleport and deal Force weapon damage to anyone attacking you or an ally as a Reaction (Gained at Level 6)
Fixed Force Empowerment displaying as a Cantrip rather than Spell
Version 2.0.6
Fixed issue with Icons not appearing for Psionic Warden when using Controllers
Version 2.0.5
Force Blast cantrip changed from line projectile to targeted with 3m radius AOE similar to Ice Knife
Version 2.0.4
Revised new spells to support up-casting up to level 6 when multi classing
Version 2.0.3
Fixed Spellcasting modifier fixed for multi classing which resolves spell slot progression when multi classing wither other classes.
Forceblade multiclass modifier is same as Paladin (same as Half Caster).
Psionic Warden multiclass modifier is between Wizard and Paladin. (Between Full Caster and Half Caster)
Version 2.0.2
Fixed Cerebral Blast not dealing damage due to trajectory issue
Version 2.0.1
Fixed issue when trying to multiclass and Forceblade not appearing
Version 2.0.0
WARNING!!! You must respec to another class before updating from previous 1.x to 2.x version!!!
Forceblade subclass release
Fixed conflicts with other mods
Psionic Warden can now remove Psionic Infusion and remove bound weapon
Version 1.0.11
Cantrips will not trigger Psionic Infusion anymore, you need to cast a spell in order get the extra attack
Dominate Will requires concentration, INT DC checked for saves and will check for Advantage on charmed from targets
Mind Over Matter now adds only half your Intelligence Modifier and will not block dexterity to AC anymore
Hit die changed to base 8HP and +5 per level to compensate for Mind Over Matter change
Version 1.0.10
- Warden Hood now found in tutorial chest on Nautiloid
Version 1.0.9
- Fixed Mind Blade enhancement 3 not getting added correctly at level 10 (respec if it doesn't appear automatically even though it should)
- Fixed Enslaved Mind tooltip
Version 1.0.8
- Added back in Simple and Martial Weapon proficiency given Psionic Warden is a melee/spellcaster hybrid subclass
- Fixed animations issues with Mind Blade, Synaptic Sever and Astral Assault using MainHandAttack base
This mod introduces the Mind Weaver, a homebrew class designed to fill the void of psychic-based and hybrid classes in Dungeons and Dragons. Mind Weavers are enigmatic masters of psionic energy, capable of manipulating thoughts, warping reality, and unleashing devastating psychic attacks. They are the architects of the battlefield, using their minds as weapons to control enemies, bolster allies, and bend the very fabric of reality to their will.
Feedback is welcome to ensure the class remains balanced and enjoyable. Class is setup to go up to level 20 but no progression is added past level 12, only dummy levels.
Mind Weaver
Mind Weavers are masters of psychic and psionic energies, capable of bending the minds and wills of their foes to their advantage. Drawing from a deep well of mental prowess, they unleash powerful spells that devastate enemies and protect allies. Mind Weavers manipulate thoughts, project their consciousness, and harness the power of the astral plane to amplify their abilities. With a focus on intelligence and precision, they excel in controlling the battlefield and outsmarting their opponents through sheer mental force. Their connection to the astral plane allows them to draw upon cosmic energies, creating powerful psychic barriers and weaving intricate mental illusions. This makes them unparalleled strategists and formidable adversaries.
Subclasses:
Soul Scion
Unlike their psionic brethren who manipulate the mind, Soul Scions are Mind Weavers who turned to Animacy, the study of the soul itself. Rejecting the traditional psychic arts of their kind, they sought a deeper understanding of existence. Striking down their foes, they their very Soul Essence, harvesting the remnants of shattered spirits to fuel devastating abilities. This stolen energy allows them to empower themselves, weaken their enemies, and dominate the battlefield with unnatural resilience and control. A Soul Scion does not simply fight; they twist the fabric of existence, siphoning power from adversaries to enhance their own might while crippling the will of those who stand against them. Masters of buffing, debuffing, and soul domination, they use Soul Essence to turn combat in their favor, whether by bolstering their speed and strength, sapping the will of their enemies, or unleashing devastating spells fueled by the echoes of the fallen. A Soul Scion does not simply break their foes, they unravel them, reshaping their soul and spirit into weapons of war.
This subclass is heavily inspired and based on one of my favorite games and classes, Pillars of Eternity, Cipher class.
Psionic Wardens are a unique blend of mental fortitude and physical prowess, embodying the perfect balance between warrior and spellcaster. As a specialized subclass of the Mind Weaver, Psionic Wardens channel their psychic energies into their weapons, seamlessly fusing melee combat with psionic power. They excel in devastating their enemies with powerful strikes imbued with psychic energy. Their abilities include telekinetic manipulation, astral shielding, and psionic infusion, enhancing their combat effectiveness and versatility on the battlefield. Psionic Wardens dominate the heat of battle through their unique talents, maintaining control and overwhelming their foes. Their connection to the astral plane allows them to unleash devastating attacks and maneuver with unmatched agility, making them formidable adversaries.
Psionic Warden
Spoiler:
Show
Cerebral Enhancements
Level 1 Cerebral Enhancements
Psionic Blade Infusion: With Psionic Blade Infusion, you channel psionic energy into a melee weapon, transforming it into a magic weapon and causing it to shimmer with an ethereal, violet aura. Intelligence becomes the ability score used for attack and damage rolls.
Mind Over Matter: Harness the power of your intellect to bolster your defenses. Your Armor Class is increased based on your Intelligence modifier, reflecting your ability to use mental acuity to anticipate and avoid attacks. When not wearing armor or using Light Armor you use your Intelligence Modifier for your Armour Class.
Intellectual Agility: Your sharp intellect enhances your reaction speed, improving your initiative based on your Intelligence Modifier. Start each encounter with heightened awareness and readiness.
Fleet Of Mind: Your heightened mental acuity enhances your physical agility, increasing your movement speed by 3 meters and your jump distance by 1.5 meters. Move swiftly and outmaneuver your opponents with ease.
Mind Surge: Unleash the full potential of your psychic power, using Mind Surge to intricately weave and enhance your spells with potent mental energies, resulting in amplified and devastating effects. Using Mind Surge will cause Mental Exhaustion.
Mental Exhaustion: The Mind Weaver’s mind is overwhelmed by the strain of psionic energy, rendering them unable to use Mind Surge for 3 turns. During this time, their mental faculties must recover from the profound fatigue.
Ethereal Mastery: Channel the power of your mind to levitate and fly. As a bonus action after casting a spell using Mind Surge, use a bonus action to levitate and fly, avoiding any attacks and demonstrating the aerial supremacy of a Mind Warden.
Level 2 Cerebral Enhancements
Psionic Synergy: Channel the residual psionic energy after casting a spell to make a swift weapon attack as a bonus action. This harmonious blend of mental prowess and physical might exemplifies the versatile combat mastery of a Mind Weaver.
Mindweaver’s Sanctuary: Create a sanctuary of psychic energy, allowing your area effect spells to avoid damaging allies. Harness the precision of your mind to protect those within your spells’ range.
Cerebral Amplification: Channel the boundless power of your intellect into your cantrips. All Mind Weaver cantrips now deal additional damage equal to your Intelligence Modifier.
Mindstrike Riposte: Counter an enemy’s attack with a swift psychic strike, dealing weapon damage as Psychic damage.
Mind Resonance: Your melee attacks resonate with psychic energy, adding an additional 1d4 psychic damage to each strike. This mental force amplifies the impact of your physical blows, overwhelming your enemies’ minds.
Level 3 Cerebral Enhancements Psychic Breach: Your growing mental power allows your psychic damage to manifest physically, bypassing immunity and affecting even inanimate objects taking into account only resistance.
Astral Dominance: Unleash the supreme power of your mental prowess, infusing your spells with celestial energy. All Mind Weaver spells that deal Psychic damage now deal additional damage equal to your Intelligence Modifier, showcasing the unrivaled might of a Mind Weaver’s ascendant mind.
Spells
Cantrips
Mind Blade: Strike with a blade imbued with psychic energy, dealing weapon damage as Psychic damage and imposing Disadvantage on Intelligence Saving Throws. (At level 5 deals additional 1d4 Psychic damage, At level 10 additional 1d8 Psychic damage)
Psychic Shock: Overwhelm the target’s mind with a surge of psychic energy, dealing 1d8 Psychic damage and impairing their focus, inflicting Disadvantage on their Attack Rolls.
Cerebral Blast: Channel a concentrated burst of psychic energy at a single target dealing 1d10 Psychic damage
Level 1 Spells
Psionic Devastation: Unleash a wave of psychic energy in a cone, dealing 3d6 Psychic damage to all enemies caught within its range. The overwhelming mental force disrupts and devastates their minds. Using Mind Surge will inflict Stun.
Cognitive Ruin: Strike with a devastating blow that deals Weapon Damage plus 2d6 Psychic damage. Targets suffering with Disadvantage on Intelligence from Mind Blade or Mind Rend take an extra 1d8 damage due to their feeble minds.
Level 2 Spells
Synaptic Sever: Sever the target’s mind, reducing their Intelligence by 4 and dealing Weapon Damage plus 2d6 Psychic damage. For the next 2 turns, the target recovers 2 Intelligence each turn. Using Mind Surge will inflict Paralyze.
Astral Maelstrom: Summon a fierce astral maelstrom with your weapon, striking all enemies in a circle around you. Enemies hit suffer half your Weapon Damage plus 2d6 Psychic damage and become Hindered, their movements and actions severely impaired by the overwhelming cosmic forces. Using Mind Surge will inflict Astral Rupture.
Astral Rupture: Afflicted by Astral Rupture, enemies take additional 1d8 Psychic damage for 2 turns, their minds reeling from the overwhelming psychic assault.
Mindwave Arc: Project a surge of psionic energy through your weapon, unleashing a psychic arc attack. Enemies caught within the cone take 3d6 Psychic damage and suffer Neural Suppression. Using Mind Surge will inflict Mindshatter Terror.
Neural Suppression: The target’s neural pathways are disrupted, imposing -1 to Attack Rolls, Saving Throws, and most Ability Checks. This effect hinders their overall performance and cognitive abilities.
Mindshatter Terror: The target is Disarmed and filled with overwhelming Terror. This devastating status effect renders them weaponless and forces them into a state of fear, reducing their combat effectiveness and making them more vulnerable to attacks.
Mind Shackle: Ensnare your target’s mind with unyielding psychic chains, dealing 4d6 Psychic damage and Silence them for 2 turns. The target’s thoughts are bound, rendering them unable to cast spells.
Mind Rend Rend the targets mind dealing 4d6 Psychic damage and impose Disadvantage on Intelligence and Wisdom Saving Throws.
Level 3 Spells
Astral Assault: Teleport through the astral plane to your target and unleash a devastating attack, dealing both Weapon Damage and 2d6 Psychic damage. Creates Astral Explosion upon arrival that deals Psychic damage to nearby creatures if they fail a Intelligence Saving Throw.
Astral Explosion: Unleash a psionic explosion upon arrival, dealing 2d6 Psychic damage to nearby creatures who fail Intelligence Saving Throw.
Mindward Aegis:
Mindward Aegis: Fortify your defenses with an ethereal psionic shield, raising your Armor Class by 2. Any melee attacker striking you is met with a surge of psychic backlash, suffering 2d8 Psychic damage from your mental fortification.
Cognitive Reflection: Fortify your defenses with Mindward Aegis and create a mental barrier that reflects incoming spells and spell damage back to the attacker as psychic damage. While you still take the initial damage, your mind turns their magic against them, inflicting psychic harm.
Level 4 Spells
Dominate Will: Unleash the full force of your mental prowess to seize control of a creature’s mind, compelling them to fight on your side for 2 turns. Target takes 2d8 on hit as their will is overwhelmed and bent to your command.
Psychokinetic Convergence: With the power of your ascendant mind, unleash a psychokinetic force, pulling all enemies within a 9-meter radius towards the caster, dealing 4d6 Psychic damage and 2d6 Bludgeoning damage. Using Mind Surge will inflict Slow, Blind and Charm.
Progression
Level 1
Light Armor, Simple Weapons, Martial Weapons
Cerebral Enhancement (Level 1)
Mind Blade Level 2
Select 2 spells Level 3
+1 Mind Surge
Select 2 spells
Cerebral Enhancement (Level 1) Level 4
Feat
+1 Mind Surge
Select 1 spell Level 5
+1 Mind Surge
Psionic Synergy
Select 1 spell
Cerebral Enhancement (Level 2)
Mind Blade enhancement Level 6
Select 1 spell Level 7
+1 Mind Surge
Select 1 spell
Cerebral Enhancement (Level 2) Level 8
Select 1 spell Level 9
+1 Mind Surge
Cerebral Enhancement (Level 3) Level 10
Select 1 spell
Mind Blade enhancement Level 11
+1 Mind Surge
Cerebral Enhancement (Level 3) Level 12
Select 1 spell
Forceblade
Forceblades are formidable warriors who combine their exceptional melee combat skills with potent psionic energy. Clad in heavy armor, they wield large greatswords imbued with psychic power, expelling such immense force that the psychic damage fully manifests as force damage. This unique ability allows them to create devastating attacks and shockwaves, obliterating their enemies’ defenses with sheer kinetic power. Forceblades excel in close-quarters combat, using their psionic abilities to enhance their strength, speed, and agility. Their powerful strikes not only deal significant physical and force damage but also shatter their enemies’ bodies and armor, leaving them broken and vulnerable. With their unparalleled blend of martial prowess and psychic might, Forceblades dominate the battlefield with relentless and overwhelming force.
Forceblade
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Cerebral Enhancements
Level 1 Cerebral Enhancements
Relentless Defiance: When Ethereal Barrier is active, any attack you make applies a taunt to the target, Goading them to focus their attacks on you, demonstrating your unwavering resolve and drawing their ire.
Intellectual Agility: Your sharp intellect enhances your reaction speed, improving your initiative based on your Intelligence Modifier. Start each encounter with heightened awareness and readiness.
Fleet Of Mind: Your heightened mental acuity enhances your physical agility, increasing your movement speed by 3 meters and your jump distance by 1.5 meters. Move swiftly and outmaneuver your opponents with ease.
Level 2 Cerebral Enhancements
Kinetic Deflection: Create a kinetic barrier, deflecting an incoming melee weapon attack. Reduce the damage taken by an amount equal to your level plus your proficiency bonus, showcasing the Forceblade’s mastery of both physical prowess and mental fortitude.
Mind Resonance: Your melee attacks resonate with psychic energy, adding an additional 1d4 psychic damage to each strike. This mental force amplifies the impact of your physical blows, overwhelming your enemies’ minds.
Mindweaver’s Sanctuary: Create a sanctuary of psychic energy, allowing your area effect spells to avoid damaging allies. Harness the precision of your mind to protect those within your spells’ range.
Level 3 Cerebral Enhancements
Astral Dominance: Unleash the supreme power of your mental prowess, infusing your spells with celestial energy. All Mind Weaver spells that deal Psychic damage now deal additional damage equal to your Intelligence Modifier, showcasing the unrivaled might of a Mind Weaver’s ascendant mind.
Spells
Cantrips
Force Blast: Discharge a concentrated blast of psionic energy in a line, upon impact all targets take 1d6 Force damage ensuring widespread devastation. Using Mind Surge will inflict Slow.
Spells
Marked for Destruction: Imbue your target with a psionic mark that enhances your combat focus. While the mark persists, you gain Advantage on Attack Rolls against the affected entity, and each strike deals additional Force damage equal to Spellcasting Ability Modifier, ensuring each strike is executed with devastating precision and force.
Force Empowerment: Harness the psionic energy within, causing your weapon to glow a menacing red with force-infused power. For the next 4 turns, your weapon attacks transcend the physical realm, dealing devastating force damage. Enemies struck by your empowered blade will tremble before your newfound might. Using Mind Surge allows casting Forcefield Aura.
Force Empowered Strikes: All your attacks now deal Force Weapon Damage, empowered by the psionic energy coursing through your weapon. The glowing red blade strikes with devastating force, overwhelming your foes with each empowered attack.
Forcefield Aura: Manifest your martial and psionic prowess into a protective forcefield aura. You and any nearby allies become Resistant to spells, as your enhanced mental fortitude shields you from magical harm.
Mindbreaker: Strike your target with a powerful blow that deals Weapon Damage Force as Force plus 1d6 Force damage. The target is afflicted with Mindbreaker Wound that causes them to take extra force damage each turn unless they succeed on an Intelligence saving throw.
Astral Bladeburst: Infuse your weapon with psionic energy and unleash a powerful strike, sending a burst of astral force through all enemies in a line. Each target hit takes Weapon Damage as Force plus your Strength Modifier, creating a path of devastation. Using Mind Surge will inflict Chest Trauma.
Mindflare Strike: Strike a target with your force blade, channeling psionic energy that affects the minds of nearby enemies within range. This mental disruption allows you to make a follow-up attack with Psionic Aftershock on one of the affected enemies using Mind Surge.
Psionic Aftershock: The psionic energy from Mindflare Strike grants you an additional attack. This follow-up strike channels the residual force energy, causing a Psionic Resonance that deals force damage to all nearby enemies, amplifying the devastation caused by your initial strike.
Psionic Resonance: Enemies affected by Mindflare Strike resonate with lingering psionic energy. This resonance leaves them vulnerable to follow-up attacks, allowing you to execute Psionic Aftershock. The resonance ensures these enemies take increased damage from the follow-up explosion, amplifying the impact of your subsequent strike.
Psionic Echo: Enemies affected by Mindflare Strike are left with a psionic echo. This echo leaves them vulnerable to follow-up attacks, allowing you to execute Psionic Aftershock. The echo ensures these enemies take increased damage from the follow-up Psionic Resonance, amplifying the impact of your subsequent strike.
Mindbreaker Wound: The target is afflicted with a mind wound, causing them to take 1d6 Force damage each turn unless they succeed on an Intelligence saving throw.
Astral Bladeburst: Infuse your weapon with psionic energy and unleash a powerful strike, sending a burst of astral force through all enemies in a line. Each target hit takes Weapon Damage as Force plus your Strength Modifier, creating a path of devastation. Using Mind Surge will inflict Chest Trauma.
Ethereal Barrier: Envelop yourself in an ethereal guard, increasing your Armor Class by +2. For 3 turns, this astral barrier allows you to move freely among enemies without provoking attacks, showcasing your mastery over psionic defenses and battlefield mobility.
Force Blast: Discharge a concentrated blast of psionic energy in a line, upon impact all targets take 1d6 Force damage ensuring widespread devastation. Using Mind Surge will inflict Slow.
Spell Surge: Expend a Mind Surge to channel psionic energy, restoring a spell slot for yourself or an ally. Renew magical capabilities and empower continued spellcasting, ensuring no one is left without the means to unleash their full potential
Forceblade Advance: Propel yourself forward, creating a tunnel of force. This advance deals Weapon Damage Force to all targets in your path and possibly inflicts Weak Grip, leaving a trail of devastation and ensuring no foe can stand in your way.
Force Burst: Expel a burst of psionic energy, creating a powerful force explosion around you. This blast deals 3d6 Force damage to all enemies within a 6-meter radius, knocking them back and leaving them reeling from the impact. Using Mind Surge will inflict Prone.
Telekinetic Grasp: Utilize your psionic power to exert a telekinetic grasp on a single enemy, pulling them toward you with immense force. This sudden, powerful yank ensures that no one can escape the reach of the Forceblade.
Forcebound Retribution: Teleport instantly to an enemy attacking you or your ally, delivering a punishing blow. Deals Force weapon damage, ensuring swift retribution for those who dare to harm you and your comrades.
Progression
Half Caster (same as Paladin) Level 1
Light, Medium, Heavy Armor, Simple and Martial Weapon Proficiency
Force Blast Level 2
Select 2 spells
Marked for Destruction
Select 1 Fighting Style
Telekinetic Grasp Level 3
Cerebral Enhancement (Level 1) Level 4
Feat
+1 Mind Surge
Select 1 Spell
Spell Surge Level 5
Extra Attack
Select 1 spell Level 6
Select 1 spell
Forcebound Retribution
Cerebral Enhancement (Level 2) Level 8
Feat
+1 Mind Surge
Select 1 spell
Select 1 Fighting Style Level 9
Cerebral Enhancement (Level 3) Level 10
Select 1 spell Level 11
Improved Extra Attack Level 12
Feat
Astral Seer
Astral Seers are masterful spellcasters who draw upon the vast energies of the astral plane to bend reality to their will. With unparalleled control over psychic power, they can devastate enemies with powerful spells that warp and shatter the fabric of existence. Astral Seers excel in long-range combat, using their mental acuity to manipulate the battlefield and overwhelm their foes with cosmic force. In addition to their destructive capabilities, they possess the unique ability to mend and buff their allies, enhancing their strength and resilience. However, their immense power comes with a cost, as their psychic enhancements can sometimes cause unforeseen side effects to those they seek to aid. Balancing their formidable offensive and supportive abilities, Astral Seers are both feared and revered on the battlefield, wielding the raw power of the astral plane.
Astral Seer
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Astral Flux and Passives
Astral Anomaly: This unpredictable effect might result in damaging your own party or healing your enemies, reflecting the inherent risks of wielding such immense cosmic power. Activating any of the Astral Flux abilities increases Astral Anomaly occurrence through Astral Instability.
Astral Instability: The fabric of reality warps around you, heightening the likelihood of an Astral Anomaly. The unpredictable forces of the astral plane grow increasingly volatile, threatening to unleash anomalies at any moment.
Astral Anomaly Emergence: Any spell cast by the Astral Seer carries the risk of triggering an Astral Anomaly, as the unstable energies of the astral plane can unpredictably lash out, this chaotic effect might result in damaging your own party or healing your enemies. Astral Flux abilities further increases the chance of an Astral Anomaly occurring, embrace the chaos and tread carefully when wielding such immense power.
Astral Flux: Cerebral Duality: Harness the power of your mind to strike two targets simultaneously with a single spell, demonstrating the duality of your cerebral mastery. Mind Surge cost per Spell Power Level. Applies 2 turns of Astral Instability.
Astral Flux: Aetheric Haste: Channel the swiftness of the aether, allowing you to cast a spell with a bonus action, accelerating your magical prowess to unparalleled speeds. Applies 2 turns of Astral Instability.
Astral Flux: Celestial Focus: Draw upon the celestial energies to enhance your concentration, granting you advantage on your next spellcasting, ensuring your spell hits its mark with cosmic precision. Applies 1 turn of Astral Instability.
Astral Flux: Anomaly Suppression: The Astral Seer stabilizes the chaotic forces of the cosmos, preventing any Astral Anomalies or Astral Instabilities from manifesting. With this safeguard in place, the seer channels their chaotic power with perfect control.
Astral Anomalies
As the fabric of reality destabilizes under Astral Instability, you momentarily tap into the shifting energies of the astral plane, allowing you to swap places with a target after casting a spell. This unexpected transposition adds to the chaotic forces at play, leaving your enemies disoriented and your position unpredictable.
An Astral Anomaly ignites the ground beneath, scorching the earth with otherworldly flames. The searing heat leaves the battlefield ablaze, marking the presence of chaotic astral energies.
An Astral Anomaly warps time around the Astral Seer, granting them an extra action as the fabric of reality bends to their will, allowing them to act with supernatural speed.
Afflicted by Astral Rupture, enemies suffer additional [1] psychic damage for 2 turns as their minds reel from the overwhelming assault, their mental defenses shattered by the anomaly’s chaotic power.
An Astral Anomaly taps into a distant world’s chill, unleashing a frigid wave that deals damage and leaves the ground frozen, transforming the battlefield into an alien frost-covered terrain.
Under the influence of an Astral Anomaly, your weapon attacks become a conduit for unstable psychic energy, dealing additional psychic damage and turning your next strike into a critical hit. The unpredictable forces of the anomaly surge through your weapon, amplifying your power to devastating effect.
An Astral Anomaly unleashes a vortex of celestial energy, dealing psychic and cold damage within a 10-meter radius. The intense energies freeze the ground beneath enemies, reshaping the battlefield.
An Astral Anomaly channels ethereal energies, restoring health to all. This celestial light mends wounds and revitalizes spirits, enveloping them in otherworldly power.
An Astral Anomaly distorts reality, causing everyone to Blur. The spellcaster’s body becomes harder to hit as the chaotic energies shroud them in uncertainty.
An Astral Anomaly warps reality, creating a swirling cloud of toxic fumes. All caught within the miasma risk being poisoned each turn.
An Astral Anomaly erupts with force, hurling everyone from their positions. The chaotic energies of the astral plane violently disrupt the battlefield, scattering all who stand within its reach.
An Astral Anomaly tears open a rift, spilling an otherworldly substance across the battlefield. All within can fall prone, as the treacherous astral energies create chaos underfoot.
An Astral Anomaly spins a web of ethereal strands across the battlefield, ensnaring those caught within, leaving them trapped and struggling to break free from its grasp.
An Astral Anomaly conjures a fog of cosmic energy, shrouding the battlefield in blinding darkness. All within the fog lose their sight, helpless by the otherworldly mist.
Cerebral Enhancement
Level 1 Cerebral Enhancements Psionic Blade Infusion: With Psionic Blade Infusion, you channel psionic energy into a melee weapon, transforming it into a magic weapon and causing it to shimmer with an ethereal, violet aura. Intelligence becomes the ability score used for attack and damage rolls.
Mind Over Matter: Harness the power of your intellect to bolster your defenses. Your Armor Class is increased based on your Intelligence modifier, reflecting your ability to use mental acuity to anticipate and avoid attacks. When not wearing armor or using Light Armor you use your Intelligence Modifier for your Armour Class.
Intellectual Agility: Your sharp intellect enhances your reaction speed, improving your initiative based on your Intelligence Modifier. Start each encounter with heightened awareness and readiness.
Fleet Of Mind: Your heightened mental acuity enhances your physical agility, increasing your movement speed by 3 meters and your jump distance by 1.5 meters. Move swiftly and outmaneuver your opponents with ease.
Mind Surge: Unleash the full potential of your psychic power, using Mind Surge to intricately weave and enhance your spells with potent mental energies, resulting in amplified and devastating effects. Using Mind Surge will cause Mental Exhaustion.
Mental Exhaustion: The Mind Weaver’s mind is overwhelmed by the strain of psionic energy, rendering them unable to use Mind Surge for 3 turns. During this time, their mental faculties must recover from the profound fatigue.
Ethereal Mastery: Channel the power of your mind to levitate and fly. As a bonus action after casting a spell using Mind Surge, use a bonus action to levitate and fly, avoiding any attacks and demonstrating the aerial supremacy of a Mind Warden.
Level 2 Cerebral Enhancements
Cosmic Reprisal: React to an enemy’s attack by unleashing a surge of cosmic energy, striking back with a blast of cold drawn from the depths of the celestial plane, punishing those who dare to challenge you.
Cerebral Amplification: Channel the boundless power of your intellect into your cantrips. All Mind Weaver cantrips now deal additional damage equal to your Intelligence Modifier.
Level 3 Cerebral Enhancements
Psychic Breach: Your growing mental power allows your psychic damage to manifest physically, bypassing immunity and affecting even inanimate objects taking into account only resistance.
Astral Dominance: Unleash the supreme power of your mental prowess, infusing your spells with celestial energy. All Mind Weaver spells that deal Psychic damage now deal additional damage equal to your Intelligence Modifier, showcasing the unrivaled might of a Mind Weaver’s ascendant mind.
Spells
Cantrips
Ethereal Beam: Project a focused beam of ethereal energy each dealing Psychic and Cold damage. As your power grows, the number of beams increases, with each beam maintaining its devastating effect.
Psychic Shock: Overwhelm the target’s mind with a surge of psychic energy, dealing 1d8 Psychic damage and impairing their focus, inflicting Disadvantage on their Attack Rolls.
Cerebral Blast: Channel a concentrated burst of psychic energy at a single target dealing 1d10 Psychic damage
Level 1 Spells
Astral Disintegration: Channel the destructive power of the astral plane to disintegrate your target, dealing Psychic and Cold damage. If the target is reduced to 0 hit points, they are completely disintegrated, leaving no trace behind. Using Mind Surge will inflict Stun.
Cosmic Shards: Conjure radiant shards of cosmic energy that shoot towards your enemies dealing Cold damage. The shards strike with divine precision, ensuring they reach their targets with unerring accuracy.
Aetheric Renewal: Draw upon the boundless energies of the aether to heal a distant ally, restoring their vitality with the ethereal power of the astral plane.
Voidfrost Sphere: Conjure a protective sphere of void-touched frost around a target, granting +1 AC and temporary hit points. When the shield is breached and the temporary hit points are lost, the sphere explodes, dealing damage to the attacker and inflicting Prone. Spell is blocked by Mental Exhaustion.
Psionic Orb: Conjure a concentrated orb of purple psychic energy, hurling it towards your enemy dealing Psychic damage. The orb crackles with mental force, seeking out its target with unwavering precision.
Level 2 Spells
Ethereal Blessing: Draw upon the healing energies of the ethereal plane, bestowing a blessing that restores health to all allies. This otherworldly power envelops them in a soothing, celestial light, mending their wounds and revitalizing their spirits.
Celestial Vortex: Unleash a swirling vortex of celestial energy, ravaging enemies within a 10-meter radius with psychic and cold damage. The intense energies leave a frozen ground beneath the enemies, altering the battlefield with chilling precision.
Psionic Storm: Call down psychic purple lightning from the sky, striking a target with immense force and mental disruption. Deals Psychic damage, inflicting the target with raw psionic power.
Mind Shackle: Ensnare your target’s mind with unyielding psychic chains, dealing Psychic damage and Silence them for 2 turns. The target’s thoughts are bound, rendering them unable to cast spells.
Mind Rend Rend the targets mind dealing Psychic damage and impose Disadvantage on Intelligence and Wisdom Saving Throws.
Level 3 Spells
Mindflare: Launch a projectile of psychic energy that detonates into an explosion upon impact dealing Psychic damage, engulfing the area in searing Psychic flames. The violet fire burns with the intensity of pure mental force, devastating all caught within its blast.
Ethereal Icebolt: Unleash a bolt of lightning charged with the cold energies of the ethereal plane. As it streaks across the battlefield, this celestial force pierces through all in its path dealing Cold lightning damage, leaving a trail of frost and a chilling reminder of the astral power you wield. Having Astral Instability will leave targets Frozen.
Mindward Aegis:
Mindward Aegis: Fortify your defenses with an ethereal psionic shield, raising your Armor Class by 2. Any melee attacker striking you is met with a surge of psychic backlash, suffering 2d8 Psychic damage from your mental fortification.
Cognitive Reflection: Fortify your defenses with Mindward Aegis and create a mental barrier that reflects incoming spells and spell damage back to the attacker as psychic damage. While you still take the initial damage, your mind turns their magic against them, inflicting psychic harm.
Level 4 Spells
Psychic Chainbolt: Channel a bolt of psychic energy that strikes an enemy for [1], dealing damage before leaping to up to [2] additional targets. Each subsequent bolt sears the mind with psychic force dealing [3], spreading mental shock and devastation through the chain. (Upcasting increases damage and number of chain bolts)
Psychokinetic Rift: Tear open a rift to the astral plane, creating a black hole of concentrated psychokinetic energy. This gravitational force pulls all enemies towards its center causing Psychic damage, distorting reality and drawing them into the void. Using Mind Surge will inflict Slow. Having Astral Instability will leave targets Frightened.
Obliteration Nova: Unleash a beam of destructive energy that erupts into a psionic nova upon impact, devastating all nearby enemies with explosive force. The sheer power of the blast leaves nothing but chaos in its wake. Using Mind Surge will inflict Prone. Having Astral Instability will hurl all targets from center of explosion.
Progression
Level 1
Full Caster (Same as Wizard and Sorcerer)
Simple Weapons
+1 Mind Surge
Cerebral Enhancement (Level 1)
Select 3 Cantrips
Select 2 Spells Level 2
+1 Mind Surge
+1 Suppression Charge
Select 1 Spell
Astral Flux: Cerebral Duality
Astral Flux: Anomaly Suppression Level 3
+1 Mind Surge
Select 1 Spell
Astral Flux: Aetheric Haste
Astral Flux: Celestial Focus
Cerebral Enhancement (Level 1) Level 4
Feat
+1 Mind Surge
+1 Suppression Charge
Select 1 Spell Level 5
+1 Mind Surge
Select 1 Spell
Cerebral Enhancement (Level 2) Level 6
+1 Mind Surge
Select 1 Spell Level 7
+1 Mind Surge
+1 Suppression Charge
Select 1 Spell
Cerebral Enhancement (Level 2) Level 8
Feat
+1 Mind Surge
+1 Suppression Charge
Select 1 Spell Level 9
+1 Mind Surge
+1 Select 1 Spell
Cerebral Enhancement (Level 3) Level 10
+1 Mind Surge
Select 1 Spell Level 11
+1 Mind Surge
Select 1 Spell
Cerebral Enhancement (Level 3) Level 12
+1 Mind Surge
Select 1 Spell
Void Reaver
The Void Reaver is a master of dual-wielding and close-quarters spellcasting, harnessing both the mental powers of the Mind Weavers and the mysterious energies of the void. With twin blades imbued with potent psionic energy, they seamlessly blend melee combat with spellcasting, gaining unique advantages in close combat. Their connection to the void allows them to momentarily slip between dimensions, existing partially within the void itself. This grants them unparalleled mobility, enabling them to evade attacks, reposition with precision, and unleash psionic fury with deadly accuracy. On the battlefield, the Void Reaver is a relentless force, merging intense aggression with the tactical edge of dimensional manipulation, making them a feared and unstoppable presence.
Void Reaver
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Passives
Voidweave: Unleash the power of the void with swift dual-wielding strikes. After executing a dual-wield attack, your next Cantrip can be cast freely within the same turn, seamlessly blending your melee prowess with the dark energy of the void.
Reaver Arcana: Master the art of Reaver Arcana, allowing you to cast Mind Reaver Cantrips in melee range without disadvantage. Your dark, psionic power enables you to strike with precision and ferocity, even in the heat of close combat.
Reaver’s Grace: Through mastery of the void’s elusive energies, your Longswords gain the Finesse property. This skillful adaptation lets you strike with swift agility or controlled power, bending the battle to your will.
Dimensional Ambush: Master the art of striking from the void. When you have an Advantage over an enemy, your single target Cantrips gain the sneak attack effect, delivering extra damage as you exploit the rift between dimensions to catch foes off-guard.
Voidbound Duelist: Unlock the ability to dual wield weapons that are not traditionally light, enhancing your combat versatility. While you cannot wield heavy weapons, Voidbound Duelist allows you to unleash a flurry of strikes with your chosen blades, channeling the power of the void with each blow.
Voidborne: Your connection to the void grants you heightened perception beyond ordinary sight. Immune Blindness and darkness, the Void Reaver navigates through shadows and obscurity with ease, seeing clearly where others cannot.
Cerebral Enhancements
Level 1 Cerebral Enhancements
Mind Over Matter: Harness the power of your intellect to bolster your defenses. Your Armor Class is increased based on your Intelligence modifier, reflecting your ability to use mental acuity to anticipate and avoid attacks. When not wearing armor or using Light Armor you use your Intelligence Modifier for your Armour Class.
Intellectual Agility: Your sharp intellect enhances your reaction speed, improving your initiative based on your Intelligence Modifier. Start each encounter with heightened awareness and readiness.
Fleet Of Mind: Your heightened mental acuity enhances your physical agility, increasing your movement speed by 3 meters and your jump distance by 1.5 meters. Move swiftly and outmaneuver your opponents with ease.
Level 2 Cerebral Enhancements
Mindstrike Riposte: Counter an enemy’s attack with a swift psychic strike, dealing weapon damage as Psychic damage.
Mind Resonance: Your melee attacks resonate with psychic energy, adding an additional 1d4 psychic damage to each strike. This mental force amplifies the impact of your physical blows, overwhelming your enemies’ minds.
Level 3 Cerebral Enhancements
Spectral Vanish: Tap into the spectral energies of the void, momentarily displacing yourself to cause an incoming attack to miss entirely. Your form blurs and fades, slipping just beyond the reach of your foe’s strike.
Psychic Breach: Your growing mental power allows your psychic damage to manifest physically, bypassing immunity and affecting even inanimate objects taking into account only resistance.
Cerebral Amplification: Channel the boundless power of your intellect into your cantrips. All Mind Weaver cantrips now deal additional damage equal to your Intelligence Modifier.
Spells
Cantrips
Psionic Burst: Burst with dark infused psychic energy, dealing damage to all enemies. The force of the Psionic Burst emanates from the depths of your dark mind. Using Mind Surge will inflict Mind Rupture.
Mindshroud: Mentally assault the targets mind, engulfing it with psychic energy delivering a strike that inflicts deep psychic damage. Using Mind Surge will inflict Frightened.
Astral Shroud: Envelop yourself in an astral shroud that warps reality, making you appear partially displaced between realms. This ethereal barrier grants resistance to bludgeoning, slashing, piercing, and psychic damage, shielding you from harm as you straddle the line between worlds.
Void Shift: Tap into the void to momentarily slip between dimensions, swapping places with a targeted ally or enemy. During the shift, the target is struck by a surge of force energy, dealing Force damage as the dimensional rift briefly opens and closes. Using Mind Surge will inflict Blindness.
Neural Sphere: Form a concentrated sphere of mental energy and launch it at your target. The Neural Sphere pulses with psychic power, inflicting damage upon impact. Using Mind Surge will deal additional Psychic damage.
Rift Slash: Momentarily slip into the void, reappearing mid-strike to slash at your target with devastating precision. This sudden displacement catches enemies off-guard inflicting weapon Psychic damage. Using Mind Surge will inflict Prone.
Mindforce Blades: Infuse your dual blades with the power of your mind, striking with Psychic and Force damage. As you unleash a flurry of attacks, one blade cuts through the enemy's mind, while the other rends their body with the raw power of the void.
Cognitive Bladewave: Channel your mental power into a sweeping arc of psychic energy, cutting through all enemies in its path and knocking them back. Using Mind Surge will inflict Crippled.
Level 1 Spells
Cognitive Reflex: Tap into your heightened mental awareness to instinctively raise your defenses. When attacked, you can react instantly, increasing your Armour Class by 5.
Arcane Shield: When not wearing armor, envelop yourself in a protective barrier of arcane energy that sets your Armour Class to 11. This shield also grants a +1 bonus to all Saving Throws.
Mindblade Apparition: Summon a spectral blade forged from psychic energy, controlled by your will. The Mindblade Apparition hovers beside you, striking at your command and delivering swift psychic attacks to enemies within range before fading back into the void.
Mind Shackle: Ensnare your target’s mind with unyielding psychic chains, dealing 3d6 Psychic damage and Silence them for 2 turns. The target’s thoughts are bound, rendering them unable to cast spells.
Level 2 Spells
Into the Void: Summon a void orb that emanates from the center, dealing psychic damage to all within its reach. The orb distorts reality around it, blinding nearby enemies and pulling them irresistibly toward its dark core. You are one with the void and immune to its effects, moving freely amidst its destructive power.
Void Barrage: Unleash three rays of void energy, each striking with overwhelming force. The barrage can target multiple foes or focus on a single enemy, blasting through defenses with relentless power.
Progression
Level 1
Third Caster (Same as Arcane Trickster)
Longswords
Voidbound Duelist
Reaver’s Grace
Select 2 cantrips Level 2
Select 2 spells
Reaver Arcana
+1 Mind Surge
Cerebral Enhancement (Level 1) Level 3
Dimensional Ambush
Select 1 spell
Select 1 cantrip Level 4
Feat
+1 Mind Surge
Voidborne Level 5
Voidweave
Two Weapon Fighting
Select 1 spell
Select 1 cantrip
Cerebral Enhancement (Level 2) Level 6
Select 1 spell Level 7
+1 Mind Surge
Select 1 spell
Select 1 cantrip Level 8
Feat
Select 1 cantrip Level 9
Select 1 spell
Select 1 cantrip
Cerebral Enhancement (Level 3) Level 10
+1 Mind Surge
Select 1 spell Level 11
Select 1 cantrip Level 12
Feat
Aetheric Strider
Aetheric Striders are elusive assassins, masters of both the ethereal and the physical realms. Drawing upon the boundless energy of the aether, they strike from the shadows, combining deadly precision with supernatural agility. Wielding a bow and sword in perfect harmony, they can shift effortlessly between long-range precision and devastating melee strikes. Each arrow loosed from their bow hums with psychic energy, while their sword cleaves with necrotic force, sapping the very life from their foes. Their signature ability allows them to teleport through the aether after every strike, closing the gap to deliver fatal blows or retreating into the shadows to line up their next shot.
Frostveil Sages are a splintered order of Mind Weavers, once counted among the Astral Seers, who gazed deep into the astral plane but turned their focus outward, beyond its boundaries. Their relentless curiosity led them to the frozen, celestial realms, where the raw, unyielding power of the cosmos offered a strength unparalleled in the astral void. Wielding a staff infused with celestial frost, Frostveil Sages blend their background in astral manipulation with the chilling power of otherworldly ice magic. Each strike of their staff and every spell they cast channels the frigid energy of the stars, capable of freezing enemies solid or shattering them with bursts of glacial force.
GraphicFade for providing tons of help and guidance when I started making my own icons and all other aspects of modding as well as testing the class!!! Lunisole for being awesome and helping me with Script Extender! UnholyOG and his Kith’rak class that was used as inspiration for this class. DiZ91891 for allowing me use use Icon assets from his amazing 5th edition spells mod TrueSoulNatasha for allowing me to use armor assets from their mod The entire BG3 Dev discord for being so helpful to new modders