Level | Proficiency Bonus | Features | Manifestation Die | 1st-Order Powers | Strain Maximum | Ardent Surge | Empathic Range |
---|---|---|---|---|---|---|---|
1st | +2 | Feat, Ardent Surge, Empathic Range, Psionic Manifesting | d4 | 1 | 3 | 1d6 | 10 ft. |
2nd | +2 | Feat, Fighting Style | d4 | 1 | 3 | 1d6 | 15 ft. |
3rd | +2 | Emotional Ideal, Expertise | d4 | 1 | 4 | 1d6 | 15 ft. |
4th | +2 | Feat | d4 | 1 | 5 | 1d6 | 20 ft. |
5th | +3 | Extra Attack | d4 | 2 | 5 | 1d6 | 20 ft. |
6th | +3 | Feat, Emotional Ideal Feature | d4 | 2 | 6 | 2d6 | 25 ft. |
7th | +3 | Expertise | d4 | 2 | 7 | 2d6 | 25 ft. |
8th | +3 | Feat, 3rd-Order Powers | d4 | 2 | 7 | 2d6 | 30 ft. |
9th | +4 | Aura of Lucidity | d6 | 2 | 8 | 2d6 | 30 ft. |
10th | +4 | Feat | d6 | 2 | 9 | 2d6 | 35 ft. |
11th | +4 | Emotional Ideal Feature | d6 | 3 | 9 | 3d6 | 35 ft. |
12th | +4 | Feat | d6 | 3 | 10 | 3d6 | 40 ft. |
13th | +5 | — | d6 | 3 | 11 | 3d6 | 40 ft. |
14th | +5 | Feat, Emotional Ideal Feature, 4th-Order Powers | d6 | 3 | 11 | 3d6 | 45 ft. |
15th | +5 | Emotional Avidity | d6 | 3 | 12 | 3d6 | 45 ft. |
16th | +5 | Feat | d6 | 3 | 13 | 4d6 | 50 ft. |
17th | +6 | — | d8 | 3 | 13 | 4d6 | 50 ft. |
18th | +6 | Emotional Ideal Feature | d8 | 3 | 14 | 4d6 | 55 ft. |
19th | +6 | Feat | d8 | 3 | 15 | 4d6 | 55 ft. |
20th | +6 | Feat, Mindflower | d8 | 3 | 15 | 4d6 | 60 ft. |
Class Features
All of the following are features of the Willsurger class.Ardent Surge
1st-Level Willsurger Feature You are able to project a powerful emotion that revitalizes a faltering creature. As an action, choose a creature within your Empathic Range. That creature can expend a hit die, rolling it, and regaining a number of hit points equal to the rolled result plus your Charisma modifier and 1d6 additional hit points. This amount increases as shown in the Ardent Surge column on the Willsurger table. You can use this feature a number of times equal to your Willsurger Power Reservoir, regaining all expended uses when you finish a long rest.Empathic Range
1st-Level Willsurger Feature As a willsurger, you can sense the feelings of others. You gain proficiency in the Insight skill. For all creatures within 10 feet of you, you can sense their surface feelings—what they are feeling at the forefront in their mind at the moment. For those who seek to hide their emotions, you must make a Wisdom (Insight) check opposed by their passive Charisma (Deception). This 10 feet is your empathic range, which increases as shown in the Empathic Range column on the Willsurger table. You can only sense the emotions of a creature you can see, unless their emotions are particularly potent. As such, this ability typically has no effect on Invisible creatures or those behind total cover. Similarly, your emotions spread and catch on to those around you. Creatures in your empathic range can always sense your surface feelings unless you wish to hide it. If a creature is particularly weak-willed, such as a creature with a low Wisdom score, they may have a tendency to share your surface feelings while you are around unless they otherwise have powerful emotions at play.Feat
1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, 20th-Level Willsurger Feature You gain one feat of your choice.Psionic Manifesting
1st-Level Willsurger Feature Drawing upon rampant thoughts running through your mind, you have awoken psionic powers within your mind.Manifestation Ability
Charisma is your manifestation ability for your willsurger powers, letting the raw power of your emotions alter the world around you. You use Charisma whenever a power refers to your manifestation ability. In addition, you use your Charisma modifier when setting the saving throw DC for a willsurger power you manifest and when making an attack roll with a willsurger power.
Power save DC = 8 + your proficiency bonus + your Charisma modifier
Power attack modifier = your proficiency bonus + your Charisma modifier
Power attack modifier = your proficiency bonus + your Charisma 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 willsurger levels, as shown in the Manifestation Die column of the Willsurger 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.
Strain
Manifesting psionic powers can put stress on a manifester's body, mind, and soul. The Strain mechanic represents this stress for your willsurger character.Strain Maximum
At 1st level, your Strain maximum is 3. 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 willsurger levels, as shown in the Strain Maximum column of the Willsurger table.Gaining Strain
Strain can manifest in three different ways for a willsurger:- 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.
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 one 1st-order power. You learn additional 1st-order powers of your choice at higher levels, as shown in the 1st-order Power column of the Willsurger 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 8th level and 4th-order powers at 15th 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 willsurger 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
Order | Learning Period |
---|---|
2nd | 2 day |
3rd | 5 days |
4th | 10 days |
Fighting Style
2nd-Level Willsurger Feature Choose a Fighting Style from the options below that reflects your martial training and skill with weapons. You cannot gain a Fighting Style more than once, even if another feature allows you to select an additional Fighting Style. Willsurger Fighting StylesBlind Warrior
You have blindsight with a range in feet equal to 5 times your Fighter Power Reservoir. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.Deadeye
You gain a +2 bonus to attack rolls with ranged weapons.Defensive Fighting
So long as you are wearing armor, you gain a +1 bonus to your Armor Class.Dual Wielding
When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. If you do, you cannot use your bonus action to make an additional attack.Dueling
While you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.Great Weapon Fighting
When you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands to benefit from this feature.Organ Piercer
You can add your Dexterity modifier to the damage roll of any weapon you wield with the Finesse property. If you do, do not add your Strength modifier to the damage roll of that attack.Standard Bearer
When a creature within 5 feet of you attacks another creature you can see, you can use a reaction to grant it advantage on its attack roll. You must be holding a standard or banner in your hand (and nothing else in that hand) to use this reaction.Emotional Ideal
3rd-Level Willsurger Feature You choose an ideal which represents the emotion you associate with most strongly. Your choice grants you a feature at 3rd level and again at 6th, 11th, 14th, and 18th level. Your choice also adds effects to your Ardent Surge feature. Emotional IdealsEmotional Ideal | Description |
---|---|
Idealized Euphoria | You can scarcely contain the emotions that strain against your will like a crashing tide. Your attacks flood from you, granting your allies confidence and denying foes any courage. |
Idealized Clarity | You find strength not in embracing emotion, but rather controlling it—raising it, stifling it, or even smothering it entirely. |
Idealized Depression | What others see as weakness, these willsurgers find strength in. They embrace the powers of sadness, melancholy, and depression to drain the will of those around them. |
Idealized Wrath | Fire and fury, these willsurgers blaze through the battlefield cutting down all who dare stand in the way of their anger. |
Idealized Terror | Where most would run crying, these willsurgers walk proudly and confidently in, harnessing the raw and primal power of terror to drive others forward or away. |
Expertise
3rd-Level Willsurger Feature You gain Expertise with Insight and one of the following skills of your choice: Animal Handling, Deception, Intimidation, Performance, or Persuasion. At 7th level, you can choose two skills from the Willsurger skill list to gain Expertise with.Extra Attack
5th-Level Willsurger Feature You can attack twice, instead of once, whenever you take the Attack action on your turn.Aura of Lucidity
9th-Level Willsurger Feature You and creature of your choice within your Empathic Range are immune to the Charmed condition and cannot be driven mad while you are conscious unless you allow it. A creature that is already Charmed or insane when they enter your Empathic Range does not automatically lose the conditions, but can immediately make a saving throw against the effect if it allows one. If they succeed, the condition is suspended while they remain in your Empathic Range, but returns when they leave it if the effect causing the condition has not ended.Emotional Avidity
15th-Level Willsurger Feature You can link your own fervorous psyche to the minds of others. As an action, choose up to three other willing creatures within your Empathic Range to form a mental tether with you for 1 minute. When you use this feature, combine the total hit points of each tethered creature then redistribute the hit points evenly amongst each tethered creature. If this would cause cause a creature to have more than its maximum hit points, any additional hit points become temporary hit points instead. When you or another tethered creature takes damage, any other tethered creature can use its reaction to take that damage instead. The tether ends early if you become Incapacitated, and a creature is untethered if they are ever outside of your Empathic Range.Mindflower
20th-Level Willsurger Feature Your soul expands to fill those around you. Your Wisdom and Charisma scores each increase by 4. Your maximum for those scores also increases by 4. Additionally, any creatures within your Empathic Range of a CR or level half or less of yours always shares your basic emotional state unless their Wisdom is greater than your own.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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Hit Points
Proficiencies
Equipment
As a willsurger, you can choose to start with 3d6x10gp to purchase starting gear or with the following equipment:- (a) a martial weapon and a large shield or (b) two martial weapons
- (a) five javelins (b) any simple melee weapon
- (a) leather armor or (b) chainmail
- (a) an explorer's pack, (b) a diplomat's pack, or (c) a scholar's pack
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