Truthseeker 5

Level Proficiency Bonus Feature Manifestation Die 1st-Order Powers Strain Maximum Truths Assumed
1st +2 Assume Dominant Ideal, Feat, Psionic Manifesting d4 2 5
2nd +2 Assume Universal Truth, Feat d4 2 6 1
3rd +2 Psionic Exertion d4 2 7 1
4th +2 Feat d4 3 8 1
5th +3 Impose Truth, 3rd-Order Powers d6 3 9 1
6th +3 Dominant Ideal Feature, Feat d6 3 10 2
7th +3 Psionic Exertion d6 3 11 2
8th +3 Feat d6 3 12 2
9th +4 4th-Order Powers d6 3 13 2
10th +4 Dominant Ideal Feature, Feat d6 4 14 3
11th +4 Psionic Exertion d6 4 15 3
12th +4 Feat d6 4 16 3
13th +5 5th-Order Powers d8 4 17 3
14th +5 Dominant Ideal Feature, Feat d8 4 18 4
15th +5 Psionic Exertion d8 4 19 4
16th +5 Feat d8 4 20 4
17th +6 Impose Truth (x2), 6th-Order Powers d8 4 21 4
18th +6 Protection of Truth d8 4 22 5
19th +6 Feat d8 4 23 5
20th +6 Feat, Overflowing Truth d8 4 24 5

Class Features

All of the following are features of the Truthseeker class.

Assume Dominant Ideal

1st-Level Truthseeker Feature

Choose a dominant ideal represented by a universal truth. Your choice grants you ideal powers and other features when you choose it at 1st level, then grants you additional features at 6th, 10th, and 14th levels.
Dominant Ideals
Cosmic Truth Description
Truth of Air The wind is freedom incarnate, flowing where it wills and shaping the world with invisible force.
Truth of Chaos Disorder is not destruction, but the raw pulse of unshaped potential.
Truth of Communication Connection between minds transcends language, bridging souls through thought and understanding.
Truth of Conflict Struggle is the crucible of growth, and all beings define themselves through opposition.
Truth of Consumption All things must feed, and even stars burn by devouring their fuel.
Truth of Corruption and Madness Nothing is truly pure, and even the mind may twist under the weight of truth.
Truth of Creation To create is to echo the first act of the cosmos—to make something from nothing.
Truth of Death All things end, and in their ending, return to the ever-turning cycle.
Truth of Deception Truth itself can be shaped and hidden, for perception is reality's mask.
Truth of Earth Stability, endurance, and quiet strength are the bones upon which all is built.
Truth of Energy Power flows through all things, visible or not, binding the cosmos in motion.
Truth of Evil Self-interest unbound by morality is as natural as breath, and just as potent.
Truth of Fate All paths are threads in the grand tapestry, and none walk without pattern.
Truth of Fire Passion burns and purifies, turning both forest and soul to ash or light.
Truth of Force Will made manifest can move worlds, break chains, and shape reality itself.
Truth of Good Altruism and empathy are forces as real and powerful as any weapon.
Truth of the Guardian Duty to protect is sacred, and shields can be stronger than swords.
Truth of Justice All wrongs echo through the world until righted, and balance demands its due.
Truth of Law Structure defines existence, and even chaos obeys rules beyond mortal sight.
Truth of Life Life clings to possibility, multiplying and adapting with relentless vigor.
Truth of Light and Darkness Illumination and shadow are two sides of the same eternal truth.
Truth of Magic Magic is the will of thought imposed on matter, the soul's reach beyond limits.
Truth of Mental Power The mind is the sharpest blade, the deepest well, and the truest weapon.
Truth of the Natural World Nature is impartial, beautiful, and brutal—and it always endures.
Truth of Pain and Suffering Pain is the universe’s purest teacher, and suffering refines the self.
Truth of Physical Power Strength is truth made flesh, a declaration of will through action.
Truth of Repose In stillness lies peace, and in death, the promise of rest and return.
Truth of the Planes Existence is layered and infinite, and no truth is confined to one world.
Truth of Time Time erodes all things, yet it is the only constant every being must obey.
Truth of Water Adaptation is strength, and those who flow can carve through even stone.

 

Feat

1st-Level Truthseeker Feature

You gain one feat of your choice.

Psionic Manifesting

1st-Level Truthseeker Feature   Drawing upon the power of universal truths, you have awoken psionic powers within your mind.

Manifestation Ability

Wisdom is your manifestation ability for your truthseeker powers, letting your capability to draw upon universal truths manipulate the world around you. You use Wisdom whenever a power refers to your manifestation ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a truthseeker power you manifest and when making an attack roll with a truthseeker power.
Power save DC = 8 + your proficiency bonus + your Wisdom modifier
Power attack modifier = your proficiency bonus + your Wisdom modifier

Manifestation Die

You have a manifestation die that you use when making manifestation tests (see below). At 1st level, your manifestation die is a d4. The die changes as you gain truthseeker levels, as shown in the Manifestation Die column of the Truthseeker table.

Manifestation Score

Every power of 2nd order or higher has a manifestation score equal to its order. A power’s manifestation score increases by 1 for every other power you are concentrating on when you manifest it. For example, if you attempt to manifest the 2nd-order again power while concentrating on apparition and caress of fire, the manifestation score of again is 4.

Manifestation Tests

Whenever you manifest a power of 2nd order or higher, you must make a manifestation test at the end of the power's manifestation time. To make a manifestation test, roll your manifestation die and note the result:
  • If the roll is higher than the power's manifestation score, you manifest the power.
  • If the roll is equal to the power's manifestation score, you manifest the power, then gain 1 Strain.
  • If the roll is lower than the power's manifestation score, you manifest the power, then gain Strain equal to the power's order.
If the amount of strain you gain from manifesting a power would cause you to exceed your Strain maximum, you can choose to either manifest the power then immediately die; or to not manifest the power, gain no Strain, and drop to 0 hit points.

Strain

Manifesting psionic powers can put stress on a manifester's body, mind, and soul. The Strain mechanic represents this stress for your truthseeker character.
Strain Maximum
At 1st level, your Strain maximum is 5. If your Strain ever exceeds your Strain maximum, you die. If you are returned to life after dying as a result of gaining Strain, you return to life with Strain equal to your Strain maximum.   Your strain maximum increases as you gain truthseeker levels, as shown in the Strain Maximum column of the Truthseeker table.
Gaining Strain
Strain can manifest in three different ways for a truthseeker:
  • When you gain body Strain, your physical prowess is depleted.
  • When you gain mind Strain, your mental fortitude weakens.
  • When you gain soul Strain, your connection to self and reality weakens.
Whenever you gain Strain, you choose which type of Strain it is and how much Strain is applied as that type. For example, if you gain 3 Strain while manifesting a 3rd-order power, you can choose to gain all 3 Strain as body, mind, or soul Strain; you can gain 2 Strain in body and 1 in mind; you can gain 1 Strain each in body, mind, and soul; and so forth.
Strain Effects
As you gain Strain, you gain detrimental Strain effects as shown on the Strain Condition table. These effects are cumulative. For instance, if you have 3 body Strain, you have disadvantage on Strength and Dexterity checks and your speed is halved.
Reducing Strain
When you finish a short rest, you can spend Hit Dice to remove strain instead of using them to regain hit points. For each Hit Die spent this way, you lose 1 Strain from body, mind, or soul (your choice). When you finish a long rest, your Strain is reduced to 0.

1st-Order Powers

At 1st level, you know two 1st-order powers, and you learn one from your Dominant Ideal. You learn additional 1st-order powers of your choice at higher levels, as shown in the 1st-order Power column of the Truthseeker table. Manifesting 1st-order powers doesn't require a manifestation test.

Powers Known

At 1st level, you know two 2nd-order powers, which are the highest-order powers you can manifest. When you reach certain levels of this class, you can manifest powers of higher orders: 3rd-order powers at 5th level, 4th-order powers at 9th level, 5th-order powers at 13th level, and 6th-order powers at 17th level.

Learning New Powers

At 1st level, you can learn only 2nd-order powers, and can manifest 1st-order and 2nd-order powers. But as you increase in level, there is no limit to the number of powers of 2nd order or higher that you can learn. Whenever you are able to manifest powers of a particular order, you can learn powers of that order.   Each time you gain a level in this class, you can learn one new power of any order between 2nd and the highest order of power you can manifest.
Learning from Others
Whenever another creature you can see within 30 feet of you manifests a truthseeker power of 2nd order or higher, and that power is one you can learn and don’t already know, you can use a reaction to roll your manifestation die. If you roll higher than the power’s baseline order (ignoring any order increase when the power is manifested), you begin to learn the power. If you roll lower than the power’s baseline order, you fail to learn the power and can’t attempt to do so again until you finish a long rest.   The Learning New Powers table shows how long it takes to learn a new power you have successfully observed. You must spend 1 hour doing nothing but practicing the power each day of the learning period, and you can’t attempt to learn any other new powers during this time. This 1-hour period of practice can be undertaken as a short rest. If you fail to spend 1 hour each day of the learning period studying the power, or if you begin to learn a different power before the learning period is over, you must successfully observe the power once more before trying to learn it this way again.
Learning New Powers
OrderLearning Period
2nd1 day
3rd4 days
4th8 days
OrderLearning Period
5th12 days
6th16 days

Assume Universal Truth

2nd-Level Truthseeker Feature

Truthseekers seek to full understand and control the universal truths of the universe, things that are found regardless of where one may travel. At 2nd level, you assume a single universal truth that is not your Dominant Ideal, gaining power from following this truth.   Choose one of the Truths found below. You gain additional Truths as you gain levels as a Truthseeker, as shown in the Truths Assumed column of the Truthseeker Table.
Universal Truths

Air

Chaos

Communication

Conflict

Consumption

Corruption and Madness

Creation

Death

Deception

Earth

Energy

Evil

Fate

Fire

Force

Good

Guardian

Justice

Law

Life

Light and Darkness

Magic

Mental Power

Natural World

Pain and Suffering

Physical Power

Repose

The Planes

Time

Water


 

Psionic Exertion

3rd-Level Truthseeker Feature

You can expend your energy to give your powers an extra effect. You gain one of the following Psionic Exertion options of your choice. You gain additional options at 7th, 11th, and 15th level.   You can only use one Psionic Exertion option on a power when you manifest it.
Psionic Exertion Options

Destructive Power

When you roll damage for a power, you can gain strain equal to half the power’s order (minimum 1 strain) to make half the damage dice you rolled deal the die’s maximum value instead of the number rolled.

Dynamic Power

When a Medium or smaller creature is hit by an attack roll for a power you manifest or fails a saving throw against a power you manifest, you can gain 2 strain to move the target up to 15 feet in any direction or knock them prone. You can gain 3 strain to affect a Large creature with this Psionic Exertion option, or 4 strain to affect a Huge creature.

Expanded Power

After you make a manifestation test to manifest a power that creates an area of effect, you can gain strain equal to the power’s order to double all dimensions of the area of effect.
 

Impose Truth

5th-Level Truthseeker Feature

You can manifest a portion of a universal truth you have assumed, including your dominant ideal. You impose this creature onto another a creature in a way depending on the truth you choose. Once you impose truth, you cannot do so again until you finish a long rest. At 17th level, you can impose truth twice, regaining all expended uses when you finish a long rest.
Impose Truth Options
Impose Air

Impose Air

As a bonus action, you impose the truth of Air, sending out a heavy gust outward from you in all directions to a range of 30 feet. Each creature of your choice in range must make a Strength saving throw, being pushed up to 20 feet away and being knocked Prone on a failure or 10 feet straight up, or being pushed 5 feet away and not being knocked Prone on a success.
 
Impose Chaos

Impose Chaos

As an action, you impose the truth of Chaos, causing chaos to reign within 30 feet of you for 1 minute or until you lose concentration as though concentrating on a power. Any creature you that begins its turn within 30 feet of you must make a Wisdom saving throw, rolling 1d10 to determine its behavior for this turn on a failure as though affected by the Confusion spell.   1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.   2-6: The creature doesn't move or take actions this turn.   7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.   9-10: The creature can act and move normally.   At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
 
Impose Communication

Impose Communication

As an action, you impose the truth of Communication upon a number of creature up to your Truthseeker Power Reservoir you can see within 30 feet of you, infusing them with the truth of Communication for 10 minutes. Unwilling creatures can make a Wisdom saving throw to resist being affected. While infused with Communication, each of the creatures are affected by the Tongues spell.
 
Impose Conflict

Impose Conflict

You impose the truth of Conflict, causing discord and hostility to flare up in a creature you can seewithin 30 feet of it and infusing it with the truth of Conflict for 1 minute (save ends) or until you lose concentration as though on a power. An unwilling creature can make a Wisdom saving throw to resist being affected. While infused with Conflict, the creature:
  • Deals an additional 1d4 damage of the weapon's type whenever the creature hits with a Strength-based melee weapon attack.
  • Gains resistance to your choice of bludgeoning, piercing, or slashing damage.
  • Cannot cast spells, manifest psionic powers, or concentrate on supernatural effects.
  • Can make one additional weapon attack as a bonus action when it takes the Attack action.
  • Cannot speak or understand languages due to its frenzy.
  • Must attack the nearest creature to it one each of its turns. If the creature is attacked, it can attack either the nearest creature or a creature that attacked it within the last round.

 
Impose Consumption

Impose Consumption


 
Impose Corruption and Madness

Impose Corruption and Madness

As an action, you impose the truth of Corruption and Madness on a creature you can see within 30 feet of you. The creature must make an Intelligence saving throw, being infused with the truth of Corruption and Madness on a failure for 1 minute (save ends) and being overcome with paranoia and delusions. While infused with the truth, the creature cannot differentiate friend and foe and is affected by the Phantasmal Killer spell, except the spell deals only psychic damage equal to 2d10 + your Truthseeker Power Reservoir and imposes an Intelligence saving throw rather than a Wisdom saving throw.
 
Impose Creation

Impose Creation

As an action, you can declare the right to build. Choose a 10-foot cube you can see within 60 feet of you. You fill the space with a psionic structure or symbolic creation—such as a wall, bridge, sculpture, etc. The structure lasts for 1 minute and counts as cover or difficult terrain, depending on form. Allies inside the space gain temporary hit points equal to your Wisdom modifier at the start of their turn.
 
Impose Death

Impose Death

As an action, you impose the truth of Death on a creature you can see within 30 feet of you, setting a creeping rot in their body, mind, and soul. The target must make a Charisma saving throw, being infused with Death for 1 minute on a failure, or until you lose concentration as though concentrating on a power. At the beginning of each of that creature's turns, it takes necrotic damage equal to 1d10 + your Truthseeker Power Reservoir.
 
Impose Deception

Impose Deception

As an action, you impose the truth of Deception on a creature you can see within 30 feet of you. The target must make a Charisma saving or be affected by the Zone of Deception spell for 1 minute. The zone affects only the target and moves with it. Additionally, the creature perceives everything said by anyone else as a lie, having extreme difficulty in believing anything even when shown concrete proof.
 
Impose Earth

Impose Earth

As an action, you impose the truth of Earth, causing the ground to shake beneath a creature within 30 feet of you before sending out large spikes of stone. The target must make a Dexterity saving throw, taking 4d10 + your Truthseeker Power Reservoir piercing damage and being Restrained on a failure, or half as much damage and not restrained on a success. Regardless of success or failure, the space the target is in becomes difficult terrain until the spikes are destroyed.
 
Impose Energy

Impose Energy

As an action, you impose the truth of Energy, infusing it into a creature you can see within 30 feet of you for 1 minute or until you lose concentration as though concentrating on a power. An unwilling creature can make a Charisma saving throw, being unaffected on a success. The target gains resistance to your choice of acid, cold, fire, lightning, or thunder damage while infused.
 
Impose Evil

Impose Evil


 
Impose Fate

Impose Fate

As a reaction to a creature you can see within 30 feet making a saving throw, you can impose the truth of Fate on that creature. An unwilling creature can make a Wisdom saving throw, being unaffected on a success. On a failure, the target has your choice of advantage or disadvantage on the triggering saving throw.
 
Impose Fire

Impose Fire

As an action, you impose the truth of Fire and cause flames to erupt around you within 10 feet of you for 1 minute or until you lose concentration as though concentrating on a power. Any creature that begins its turn within 10 feet of you must make a Dexterity saving throw or take fire damage equal to 1d6 + your Truthseeker Power Reservoir. On your turn, when you take the Attack action, you can replace any number of the attacks with a beam of fire. This beam has a range of 30 feet and requires a ranged psi attack. On a hit, the beam deals fire damage equal to 1d8 + your Wisdom modifier.
 
Impose Force

Impose Force

As an action, you impose the truth of Force, infusing it into a creature you can see within 30 feet of you for 1 minute or until you lose concentration as though concentrating on a power. An unwilling creature can make a Wisdom saving throw, being unaffected on a success. While infused, the creature gains resistance to force damage as well as bludgeoning, piercing, and slashing damage from non-supernatural sources.
 
Impose Good

Impose Good


 
Impose Guardian

Impose Guardian

As an action, you impose the truth of the Guardian, infusing a creature you can see within 30 feet with it for 1 minute or until you lose concentration as though concentrating on a power. An unwilling creature can make a Wisdom saving throw, being unaffected on a success. While infused, the creature gains a +1 bonus to AC and gains temporary hit points equal to 1d8 + your Truthseeker Power Reservoir at the beginning of each of its turns.
 
Impose Justice

Impose Justice

As an action, you impose the truth of Justice, compelling a creature you can see within 30 feet of you to face the consequences of its actions. The target must make a Wisdom saving throw or be infused with the truth of Justice for 1 minute (save ends). While infused, the target is knocked Prone and affected by the Hold Monster spell and takes psychic damage equal to 1d6 + your Truthseeker Power Reservoir at the beginning of each of its turns.
 
Impose Law

Impose Law

As an action, you impose the truth of Law. Each creature within 30 feet of you must make a Wisdom saving throw, being infused with Law on a failure for 1 minute (save ends) or until you lose concentration as though concentrating on a power. Creatures infused with law do not roll attack rolls or ability checks, instead always treating the result as though it were a 10.
 
Impose Life

Impose Life

As a bonus action, you impose the truth of Life on a creature you can see within 30 feet of you. The target is infused with Life for 1 minute, or until you lose concentration as though concentrating on a power. At the beginning of each of that creature's turns, it regains hit points equal to 1d10 + your Truthseeker Power Reservoir.
 
Impose Light and Darkness

Impose Light and Darkness

As an action, you impose the truth of Light and Darkness, infusing a creature you can see within 30 feet of you with the truth for 1 minute (save ends). An unwilling creature can make a Charisma saving throw, being unaffected on a success. While infused, the target gains your choice of the following effects:
  • The target can see through normal and magical darkness as though it were bright light to a range of 60 feet.
  • The target is blinded and loses all abnormal senses, such as tremorsense, blindsight, and truesight.

 
Impose Magic

Impose Magic

As an action, you impose the truth of Magic, causing magical energy to surge through and infusing a creature you can see within 30 feet of you for 1 minute (save ends). An unwilling creature can make a Wisdom saving throw, being unaffected on a success. While infused, the target gains your choice of the following effects:
  • The target can cast a spell it knows or has prepared of up to 5th-level. Once it does, it is no longer infused.
  • The target is Muted.

 
Impose Mental Power

Impose Mental Power


 
Impose Natural World

Impose Natural World


 
Impose Pain and Suffering

Impose Pain and Suffering

As an action, you impose the truth of Pain and Suffering, infusing a creature you can see within 30 feet of you with it. The target must make a Constitution saving throw or be wracked with agony for 1 minute (save ends) or until you lose concentration as though concentrating on a spell. While infused with Pain and Suffering, the target is Incapacitated.
 
Impose Physical Power

Impose Physical Power


 
Impose Repose

Impose Repose


 
Impose The Planes

Impose The Planes

As an action, you impose the truth of The Planes, infusing a creature you can see within 30 feet of you with it for 1 minute or until you lose concentration as though concentrating on a power. An unwilling creature can make a Charisma saving throw, being unaffected on a success. While infused with the truth of The Planes, the target can use a bonus action on its turn to teleport up to 30 feet to a space it can see.
 
Impose Time

Impose Time

You impose the truth of Time, infusing a creature you can see within 30 feet of you with it for 1 minute (save ends). An unwilling creature can make a Wisdom saving throw, being unaffected on a success. While infused, the target is affected by your choice of the Haste or Slow spells.
 
Impose Water

Impose Water


 

 

Protection of Truth

18th-Level Truthseeker Feature

You have internalized your chosen truths to such a degree that their very presence shields your body, mind, and soul from harm. While you are conscious, you gain the following benefits:
  • Whenever you would gain Strain from a failed Manifestation test, you can choose to reduce that strain by 1, to a minimum of 0.
  • You gain resistance to psychic damage, and you cannot be forcibly possessed or have your thoughts read unless you allow it.
  • When you fail a saving throw, you can choose to succeed instead. Once you use this feature, you must finish a long rest before doing so again.
Additionally, the Strength of your ideals makes it harder to disrupt your manifestations. When making a Manifestation test for a power granted by your Dominant Ideal or for a class feature from your Dominant Ideal, you can roll your manifestation die twice and choose either result.

Overflowing Truth

20th-Level Truthseeker Feature

You have become a living conduit of universal truths—a vessel overflowing with aboslute and perfect understanding. You can fully express one of your assumed truths in a radiant moment of clarity.   As an action, you can enter a state of Overflowing Truth for 1 minute. While in this state, you gain the following benefits:
  • Truth Beyond Limitations. The Manifestation Score of all powers you know is reduced by 2, to a minimum of 2, and you can not gain more than 1 Strain at a time from a failed Manifestation test.
  • Echo of Ideals. Once per turn, when you manifest a power, you can apply one Psionic Exertion effect to it without gaining Strain.
  • Emanation of Truth. At the start of each of your turns, all creatures of your choice within 30 feet of you must make a Charisma saving throw against your psi save DC, having disadvantage on attack rolls, ability checks, and Constitution saving throws made to Concentrate until the end of your next turn.
Once you use this feature, you cannot do so again until you finish a long rest.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Table of Contents

 

Hit Points

Hit Dice
1d6 per Truthseeker level
Hit Points at 1st Level
6 + your Constitution modifier
Hit Points at Higher Levels
1d6 (or 4) + your Constitution modifier per Truthseeker level after 1st

Proficiencies

Armor
Light Armor, Medium Armor, Small Shields, Large Shields
Weapons
Simple weapons
Tools
None
Saving Throws
Intelligence, Wisdom
Skills
Choose two from Arcana, Culture, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Psionics, Religion

Equipment

As a truthseeker, you can choose to start with 3d6x10gp to purchase starting gear or with the following equipment:
  • (a) a mace or (b) any simple weapon
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow, 20 light bolts, and a bolt case or (b) any simple weapon.
  • (a) a scholar's pack, (b) an explorer's pack, or (c) a dungeoneer's pack
  • A large shield.

Truthseeker Power Reservoir

Your Truthseeker Power Reservoir is equal to your Wisdom modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals your Wisdom modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Truthseeker quickly by using these suggestions. First, make Wisdom your highest ability score, followed by Strength or Dexterity depending on the type of weapons you want to use. Make Constitution your tertiary ability score and choose the sage background.

Multiclassing and the Truthseeker

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Fighter class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in Wisdom to take a Truthseeker level or take a level in another class if you are already a Truthseeker.
Proficiencies Gained
If Fighter is not your initial class, you gain the following proficiencies when you take your first level as a Fighter: Light Armor, Small Shields, and Simple Weapons.
Psionic Manifesting
Add your level as a Truthseeker to determine your total Psionic Manifester level.

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