Traditions

### Armorer

You become proficient in Light, Medium, and Heavy armor, in addition to shields.

### Polearm Mastery

You become proficient in all Polearm weapons. In addition to this, you may use Wisdom as your attacking modifier instead of Strength or Dex.

*Polearm Weapons: Halberd, Pike, Javelin, Lance, Quarterstaff, Trident, Greatspear, and spear*

### Sword Mastery

You become proficient in all Sword weapons. In addition to this, you may use Wisdom as your attacking modifier instead of Strength or Dex.

*Sword Weapons: Shortsword, Rapier, Greatsword, Longsword, Ultra Greatsword, and Lance*

### Instrument Mastery

Whenever you cast a Mystic Spell using your instrument, you may also add 1d4 to the next rolls of any creature within 60 feet of you. In addition to this, you gain a +1 to all skill checks that you aren't proficient in.

### Martial Prowess

You may chose one fighting style available to the Paladin.

### Extra Attack

***Prerequisite: Level 7*** , ***Not Weaponokinesis Influence***

You may attack another time in addition to your other attacks.

### Countertactics

***Prerequisite: Level 7***

Whenever a creature misses an attack against you, you may chose to parry them. Both you and the creature make a contesting Dexterity check, and if the creature fails, the next attack that hits them will automatically be a critical hit. You may only do this an amount of times equal to your Wisdom modifier.

### Firearm Mastery

***Prerequisite: Level 7***

You become proficient in Black Powder Weapons. In addition to the normal damage dealt by the bullets, you may also add 2d8 psychic damage.

### Equalizer

***Prerequisite: Level 7***

Once per short rest, if you take damage that would reduce your health below 1, you may instead chose to have your health be at 1.

### Magical Knowledge

***Prerequisite: Level 7***

When you come into contact with a magical item, you are able to determine it's properties and effects after 1 minute of physical contact with it. In addition to any curses or requirements that it may have.

### Reveal the Unseen

***Prerequisite: Level 7***

You may cast the spell See Invisibility at will without expending any spell slots. In addition to targeting yourself, you may target other willing creatures with this spell as well.

### Binder of Wills

***Prerequisite: Level 7***

You may cast Planar Binding once per long rest without expending a spell slot.

### Shadow's Calling

***Prerequisite: Level 7, Abyssokinesis Influence***

You may cast the spell Summon Greater Demon once per long rest without expending a Mystic spell slot.

### Arcane Shock

***Prerequisite: Level 7, Arcanokinesis Influence***

When rolling the damage dice for a spell attack, you have advantage for rolling on the damage dice.

### Gifts Of The Old Ones

***Prerequisite: Level 7, Eldritchonokinesis Influence***

Whenever you cast a spell without expending a spell slot, you gain 1d4+(Your Wisdom Modifier) temporary hit points.

### Chaotic Force

***Prerequisite: Level 7, Elementonokinesis Tradition***

The element that you chose to be resistant to deals extra damage. Whenever you deal spell damage with the same element type that you chose, you deal an additional amount of D4's equal to your Wisdom modifier of that damage type.

### Jade Soul

***Prerequisite: Level 7, Jaded Spirit Influence***

You take half as much damage as you normally would for all damage types from creature types "Construct".

### Psychic Fingers

 ***Prerequisite: Level 7, Psychokinesis Influence***

You know the Mage Hand cantrip. Mage hand to you is either an invisible force or a bundle of psychic nerves together, rather than a hand.

### Art of Weaponry

 ***Prerequisite: Level 7, Weapononokinesis Influence***

You gain the ability to telepathically use weapons or shields. You may have a number of weapons or shields equal to your Wisdom modifier floating around you at once. You may attack with these weapons, up to a range of 30 feet, these attacks (for the purposes of features) still count as melee attacks. Shields that hover around you give you a bonus AC equal to their standard amount as if you were holding them. Two Handed Weapons take up 2 Wisdom slots, Great Weapons take up 3, Medium Shields take up 2 slots, and Heavy shields take up 3 slots.

### Mental Blockage

***Prerequisite: Level 13***

You become immune to your choice of Charming,

Frightening, or the Unconscious conditions.

### Total Immunity

***Prerequisite: Level 13***

If a creature casts a spell that is of 3rd level or below targeting you, it does not affect you.

### Jack of All Trades

***Prerequisite: Level 13***

You may add half of your proficiency bonus to any roll that you are not proficient in.

### Uncanny Strength

***Prerequisite: Level 13***

You become immune to the effects of age. In addition to this, your movement speed cannot be lowered by any means, and you are proficient in Athletics. Your strength also increases by 2, to a maximum of 22

### Death Defying

***Prerequisite: Level 13***

Once per long rest, you may cast the spell Revivify without using a Mystic Spell Slot.