Wyrd

Wyrds are people with strange psionic talents.

As a wyrd, you gain the following class features.

**Hit Points at 1st**
level: **6 + your Constitution modifier.**

**Hit Points at Higher**
Level: **1d6 (or 4) + your Constitution modifier per wyrd level after 1st**

**Weapons:** Simple
weapons, and sidearms

**Tools:** One kit
of your choice

**Saving Throws:** Wisdom,
Charisma

**Skills:** You are
proficient in Wyrding and two skills from Deception, Insight, Intimidation, Persuasion,
and Religion.

### Wyrding

Expressing your wyrding talent comes in a variety of forms.
Picking one determines what you can do with it.

 **Clairvoyant:** Hyper-cognizant; able to see into the past, the
future, and remote locations

**Kineticist:** Able
to move or halt objects with a mere thought.

**Telepath:** Reads
minds, alters memories, and even communicate over vast distances.

### Focus

Using your talents uses up an amount of personal energy. You
have a number of focus points (1 at first level) and when you use a talent, you
use up focus points and then you gain levels of exhaustion once your focus is depleted.

Focus points return after a short or long rest, but exhaustion
heals like normal.

### Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice by 2, or you can increase
two ability scores of your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.

## Clairvoyant

Clairvoyants can see things that others can’t. They have a
deeper understanding of connections through space and time, matter and energy. Clairvoyants
are known for their hyper-cognition and their ability to just put concepts together.

At 1st level, you gain the ability to use clairvoyant
talents.

**Danger Sense:** As
an action, you can add your wyrd die to saving throws and to your Defense until
the beginning of your next turn.

**Pre-Evasion:** As
a reaction, you may expend a focus. If you do, you may add your wyrd die to the
saving throw or defense.

**Predict Opening:** As
a bonus action, you may expend an amount focus. If you do, you gain advantage on
your next attack and may as many wyrd die to the attack damage equal to the focus
expended.

**Read History:** As
an action you may touch an object and expend focus or take levels of exhaustion.
For each point, you may roll that many wyrd die and learn details of its past that
many minutes ago.

Details you learn include:

* Who was in contact with the object last.
* What was done with the object.
* The state of the object during that time.

**Remote Viewing:** As
an action, you may expend focus to roll that many wyrd die. You are aware of everything
in a location that is your wyrd die miles from you as if you were standing at the
location.

**Second Sight:** As
a reaction, you may add your wyrd die to your perception and investigation checks.

**Ubiquitous:** As
a bonus action, until the beginning of your next turn, you are aware of every creature
or object (even if they are invisible or otherwise obstructed from view) within
1.5 meters times your wyrd die.

### Intelligence

At 3rd level, your intellect allows you to make
more accurate predictions and piece together details much better.

You may add your Intelligence modifier to your wyrd die when
using a clairvoyant talent.

### Predictive Reflex

At 6th level, as long as you have a focus point,
you may add your Intelligence modifier to your defense as an insight bonus.

### True Sight

At 9th level, you gain the ability to see through
lies and deception As long as you have a focus point, you have advantage on Insight
checks.

### Pre-Awareness

At 11th level, as long as you have a focus point,
you may add your Intelligence modifier to your initiative and you are never caught
by surprise.

### Mitigate Strike

At 15th level, as long as you have a focus point,
if an attack would be a critical hit, you may make a wyrding check. If your wyrding
check is higher than the total roll of the attack, you treat the damage as a normal
hit.

### Passive Prediction

At 20th level, as long as you have a focus point,
you may add your Intelligence modifier as an insight bonus on saving throws, checks,
and attack rolls.

## Kineticist

Kineticists use the power of their mind to manipulate matter
and energy. Their abilities can be as simple as moving objects to creating attacks
and defenses. Some can only apply force while others have developed their talents
to manipulate energy.

At 1st level, you gain the ability to use kineticist
talents.

**Energetic:** As a
free action, whenever you use a kineticist talent, you may expend 1 focus to add
en energy type with a bonus effect.

***Cold*:** The wyrd die damage is now cold
instead of bludgeoning. The target must make a Constitution saving throw with a
DC equal to 8 + your Wisdom modifier + your proficiency bonus or be stunned until
the end of their next turn.

***Fire:*** The wyrd die damage is now fire
instead of bludgeoning. The target must make a Dexterity saving throw with a DC
equal to 8 + your Wisdom modifier + your proficiency bonus on the beginning of their
turn; otherwise take an additional 1d6 fire damage.

***Lightning:*** The wyrd die damage is now
lightning instead of bludgeoning. If the target has metal on them, this attack has
advantage.

***Thunder:*** The wyrd die damage is now thunder
instead of bludgeoning.The target must
make a Constitution saving throw with a DC equal to 8 + your Wisdom modifier + your
proficiency bonus or be *deafened* until
the end of their next turn.

**Lift:** As an action,
you may lift and move an object 3 meters. The maximum weight of the object is your
wyrd die pounds.

**Long Strike:** As
an action, you may expend an amount of focus. You may make an attack roll with your
Wisdom modifier + proficiency bonus against a target within 4.5 meters you can see.
On a hit, the target takes the amount of focus expended in wyrd die bludgeoning
damage.

**Shield:** As a reaction,
you can expend focus to generate a shield of force. When damage after damage is
dealt, you may roll a number of wyrd die equal to the focus you expended, and reduce
the damage by that much. You can choose to expend more focus after determining the
damage rolled, but not after rolling the wyrd die.

**Thud:** As an action,
you may expend an amount of focus. All targets in a 4.5 meter cone must make a Dexterity
saving throw with a DC equal to 8 + your Wisdom modifier + your proficiency bonus.
On a failed save, they are pushed back to the edge of the cone and take the amount
of focus expended in wyrd die bludgeoning damage.

### Wisdom

At 3rd level, your wisdom allows you make manipulating
forces easier.

You may add your Wisdom modifier to your wyrd die when using
a kineticist talent.

### Long Range

At 6th level, the range of your kineticist talents
is increased your Intelligence modifier time 1.5 meters.

### Refined

At 9th level, you may change your attacks with
kineticist talents from bludgeoning damage to piercing or slashing damage.

### Kinetic Armor

At 11th level, as long as you have a focus point,
you have resistance to bludgeoning, piercing, and slashing damage.

### Haste

At 15th level, as long as you have a focus point,
your movement speed is increased by 1.5 times your Wisdom modifier meters.

### Fly

At 20th level, as long as you have a focus point
and are unencumbered, you have a perfect fly speed of 4.5 meters.

## Telepath

Telepaths can peer into the minds of others and either read
thoughts, or in extreme cases, manipulate them.

All telepath talents are mind affecting, the target must have
a living organic brain to be affected. At 1st level, you gain the ability
to use telepath talents.

**Communicate:** As
a bonus action, you can communicate with your mind with a creature within 4.5 plus
1.5 meters times your wyrd die. You and the target must share a common language;
otherwise the communication would be in symbols and images.

The communication is broken if you are distracted.

**Hallucination:** As
an action, you can expend focus to make a single target see or hear whatever you
wish. They must make a Charisma saving throw DC equal 8 + your Charisma modifier
+ your proficiency bonus. On a failed save, they will see and hear whatever you
want them too, this includes making them not see or hear something, for a number
of rounds equal to your wyrd die. At the end of each of their turns, they may make
a Charisma save to end this effect. On a success, they are immune to this talent
for 24 hours.

**Influence:** When
rolling a deception, intimidation, or persuasion check, as a bonus action, you can
expend an amount of focus. If you do, you may add that many wyrd die to the check.
You must decide to use this before rolling for the check.

**Lock:** As an action,
a single target you can see must make a Charisma saving throw, DC equal 8 + your
Charisma modifier + your proficiency bonus. If they fail, they stunned for a number
of rounds equal to your wyrd die. At the end of each of their turns, they may roll
a new Charisma check to overcome the lock. On a success, they are immune to this
talent for 24 hours.

**Probe Mind:** Taking
a minute to complete, you enter a target’s mind and attempt to gain information
from it. You may spend an amount of focus and the target gets to make a Charisma
saving throw with advantage against a DC equal to your Charisma modifier + your
proficiency bonus +your fatigue amount of wyrd die. On a failed save, you may telepathically
ask questions, similar to the *communicate*
*talent, and the target must answer truthfully what it knows. If you take any*
other actions or if concentration is broken before the end of the minute, this effect
ends and the target is immune to this talent for 24 hours.

### Network

At 3rd level, you can use your *communication* talent to create a mental network
with other willing creatures. While networked, everyone is can mentally communicate
freely.

### False Perception

At 6th level, as long as you have a focus point,
you have advantage on stealth checks.

### Mental Fortitude

At 9th level, as long as you have a focus point,
whenever you have to make a Wisdom, Intelligence, or Charisma saving throw; you
have advantage.

### Flinch

At 11th level, as a reaction, you may expend an amount of focus to force
a creature who is attacking you to flinch. They must make a Charisma saving throw,
DC 8 + your Proficiency bonus + your wyrd die per focus expended. On a failed save,
the creature has disadvantage on their attack roll against you.

### Share

At 15th level, as long as you have a focus point and maintaining *communicate,* you can share and have shared
the senses of all willing participants.

### Puppet

At 20th level, as an action, you may expend an amount of focus. The target
must make a Charisma saving throw of 8 + proficiency bonus + your Charisma modifier.
On a failed save, they cannot take actions on their turn. On your turn, as long
as you perform no other action, you may have the target act as you wish. At the
end of the target’s turn, they may make a Charisma saving throw again. On a success,
they are unaffected and immune to this talent for 24 hours.