Wyrd

Wyrds are people with strange psionic talents.

Class Features
As a wyrd, you gain the following class features.

Hit Points
Hit Dice: 1d6 per wyrd level.

'''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

Proficiencies
Armor: None

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

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.