Table of Contents

Telepath

You found the key you need to unlock the vault of your mind. Upon opening it, the flood of your hidden potential rushes free, enabling you to cast your thoughts far and wide. Your ability to communicate with your allies extends to incredible distances, while your thoughts themselves become weapons you can use to pierce the minds of your enemies. You can invade the thoughts of others, compel them, and burn out their brains.

Level 7 Telepath

Attributes: Increase three attributes by 1 each.

Health: +6

Languages: Any one

Traditions:Psychomancy

Spells: One master

Greater Telepathy: You gain the Telepathy talent from the Psychomancy tradition. If you have this talent already, you gain a different one from the same tradition. In either case, you can use an action to telepathically communicate with any creature you can see within 1 mile until the end of your next turn.

Mindbend (Magical): You can use this talent at the start of your turn if you are not injured and you lack the confused, controlled, stunned, and unconscious afflictions. Target one creature within 10 yards. Make an Intellect roll against the target’s Will. On a success, the target takes 1d6 damage and grants 1 boon on rolls you make against it for 1 minute. On a critical success, the target also becomes controlled by you until the start of your next turn. On a failure, you become vulnerable until the start of your next turn. Once you use this talent, you lose access to it (luck ends).

Level 8 Telepath

Health: +6

Spells: One master

Confusion Field (Magical): You can use this talent when you are not injured and you cast a Psychomancy spell, but before you resolve the spell’s effects. Each enemy within 5 yards of you becomes Intellect impaired and Will impaired until the end of your next turn.

Mind Block (Magical): When you make an attribute roll to dodge or withstand, you can roll Intellect or Will in place of the attribute roll that enabled the use of that reaction.

Level 10 Telepath

Health: +6

Spells: One master

Psychic Scream (Magical): You can use this talent when you become injured or are harmed while you are injured but lack the confused, controlled, stunned, and unconscious afflictions. You release a violent wave of psychic energy that spreads through a Size 20 space centered on you. Each enemy in the space takes 5d6 damage and makes a Will roll. On a failure, the enemy takes an extra 10d6 damage and becomes confused and vulnerable (luck ends both). Once you use this talent, you lose access to it until after you rest.

Traveler

You have had your fill of chains and ropes, bindings and obligations. You sought out the secrets of Teleportation to liberate you from all constraints. Now free, there is nowhere in the world that you cannot go. No wall is too high, no door too secure, no distance too far to thwart you. You are the traveler, and the world is yours to explore.

Level 7 Traveler

Attributes: Increase three attributes by 1 each.

Health: +6

Languages: Any one

Traditions:Teleportation

Spells: One master

Misdirect Missile (Magical): You can use a reaction when an enemy you can see makes a ranged attack against you to teleport the missile so that it flies toward a different creature or object within 15 yards of you. The enemy resolves its attack against the new target instead and makes the roll with 1 bane. Once you use this talent, you lose access to it (luck ends).

Spatial Fluctuations (Magical): Whenever you teleport, you impose 1 bane on rolls to attack you until the end of your next turn.

Level 8 Traveler

Health: +6

Spells: One master

Constant Traveler (Magical): You gain the Teleport 10 trait.

Level 10 Traveler

Health: +6

Spells: One master

Far Traveler (Magical): You can use an action to teleport people around you. You and each creature inside a Size 5 space centered on you appear in empty spaces inside a Size 5 space you can see.