Classes (Greyfeather Only)

Mystic
The Mystic found in the Unearthed Arcana is a playable class in Greyfeather. For details about the Mystic class, please reference Unearthed Arcana. There is one additional Order that I have added to the Mystic class, called the Order of the Psion. You will find more about the Psion below.

One thing of note; when playing a Mystic in Greyfeather, you must first to chose Disciplines from your Order (as selected at level 1). If you are able to chose more Disciplines than your Order offers, you can then chose them from other Orders.

Order of the Psion
The Order of the Psion are the old world Mystics who had honed their mental craft over years of intense study and practice. Native only to Greyfeather, this Order was once strong and plentiful, but due to mistrust and vicious rumors of evil deeds, the Order was forced underground for many centuries. Only with the reappearance of one of their own, Velmir Emeraldcutter, a gnome Psion, during the reign of King Christopher, did the Order find redemption and come out of hiding. The Order is noted for its ability to use their minds to perform miraculous deeds, most of which are benign, though angering a Psion could be a deadly proposition, as they are also trained to defend themselves rather ferociously.

Bonus Disciplines
At 1st level, you learn two additional psionic disciplines of your choice. They must be chosen from among the Psion disciplines.

Mental Disciplines
At 1st level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, or Survival.

Protective Aura
Starting at 3rd level, when a creature or being attacks the Psion with a melee, ranged or spell attack, as a Reaction, the Psion can create a protective bubble around themselves, increasing their AC by 5 and mitigating all incoming damage by -4. They can only use this ability once per short rest.

Psionic Probe
Starting at 6th level, you gain the ability to use your psionic focus to probe the mind of one target that is within 30’ of the Psion. The target, if unwilling, makes an Intelligence saving throw against the Psion’s DC to attempt to block their intrusion. If the subject fails the saving throw, then all his memories and knowledge are accessible to the prober-from memories deep below the surface to those still fresh in the subject’s mind. The information gained is not necessarily true, but it is true as far as the subject knows.

The Psion can learn the answer to one question per round. DMs have some discretion in determining this rate. If the questions (or answers) become too complicated, each may take longer than one round to resolve. Psion’s can probe a subject who is conscious, as well as one who resists. A probe can even be carried out in the midst of melee, provided the Psion can get close enough. If a probed wizard or cleric tries casting a spell, the Psion knows both that a spell is being cast and what the general effects of that spell are.

Body Control
At 14th level, the Psion has complete control over the functions of their bodies using their minds to adapt their bodies to any hostile environment. This power must be keyed to a specific surrounding: water, acid, extreme heat, extreme cold, an elemental plane, etc. Upon using this ability, the Psion becomes a native organism to this environment. They can breathe and move normally, and they take no damage simply from being in the environment. An attack in any form does not constitute an environment, for example, the Psion can survive sub-Arctic temperature, but still take damage from a Cone of Cold.

Psion Disciplines
Animate Object, Aura Sight, Create Sound, Domination, Energy Containment, False Sensory Input, Metamorphosis, Mind Blank, Mind Link, Mind Over Body, Molecular Agitation, Project Force, Send Thoughts, Sight Link, Superior Invisibility, Telekinesis, Teleport, Ultrablast.

Animate Object
Psion Discipline

Inanimate objects can be "brought to life" with this discipline. The objects are not actually alive, but they move under the psion’s control as if they were. For example, chairs may walk, trees may dance, and stones may waddle around. These animated objects are capable of using the Help Action during combat, but are not limited to this ability. Animated objects in his form cannot attack.

Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Perception) checks.

Animate Simple Object (2 psi; conc, 1 min.). As an action, you can animate an object is lightweight and made from soft material, such as paper, cloth or slivers of wood.

Animate Moderate Object (3 psi; conc, 1 min.). As an action, you can animate an object that weighs no more than 20 pounds and is not made from metal.

Animate Heavy Object (5 psi; conc, 1 min.) As an action, you can animate an object that weighs no more than 100 pounds, but can be made from any material.

Aura Sight
Awakened Discipline, Psion Discipline

You refocus your sight to see the energy that surrounds all creatures. You perceive auras, energy signatures that can reveal key elements of a creature’s nature.

Psychic Focus. While focused on this discipline, you have advantage on Wisdom (Insight) checks.

Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.

Read Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.

View Aura (3 psi; conc., 1 hr.). As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Create Sound
Psion Disciplines

You can create sound out of nothing, making rocks sing, weapons cast insults, and trees sound as if a battle is occurring inside. The sound can be as soft as a whisper or as loud as several people shouting in unison. Once the sound is created, the Psion can control it without expending additional Psi Points.

Psychic Focus. While focused on this discipline, your hearing is more acute, therefore you cannot be surprised and gain a +1 to your Initiative.

Subtle Whispers (1-3 psi). As an action, you can create a sound up to 60 feet from your current position with a volume up to normal speech, but no louder. The more Psi points used, the louder the sound created, with 1 Psi point being whispers.

Not So Subtle Words (3-7 psi). As an action, you can create sound up to 120 feet from your current location with a volume up to 50 humans shouting. The more Psi points used, the louder the sound created.

Domination
Psion Discipline

With domination, a Psion can project signals from his own mind into the mind of one other person or creature. As a result, the subject is forced to do nearly anything the Psion wishes. The dominated subject knows what is happening, but he cannot resist the Psion's will. Commands are given mentally and automatically. The victim's abilities are neither diminished nor enhanced by this power. The subject can be forced to use any power or ability he normally can-assuming the Psion knows about it. Domination does not reveal facts or secrets about a victim.

Psychic Focus. While focused on this discipline, you have Disadvantage on Perception checks.

Lesser Will (2 psi; conc, 1 min). As an action, the Psion can attempt to take control of a being’s mind through Domination. Those of lesser wills are easier to control, requiring them to make an Intelligence saving throw against Psion’s DC. Once dominated, the victim cannot even attempt another saving throw and must do what the Psion commands it to do, even if it is harmful to the victim.

Greater Will (5 psi, conc, 5 min). As an action, the Psion can attempt to take control of a being’s mind through Domination. Those of lesser wills are easier to control, requiring them to make an Intelligence saving throw against Psion’s DC. Once dominated, the victim cannot even attempt another saving throw and must do what the Psion commands it to do, even if it is harmful to the victim.

Extraordinary Will (7 psi, conc, 1 hour). As an action, the Psion can attempt to take control of a being’s mind through Domination. Those of lesser wills are easier to control, requiring them to make an Intelligence saving throw against Psion’s DC. Once dominated, the victim cannot even attempt another saving throw and must do what the Psion commands it to do, even if it is harmful to the victim.

Energy Containment
Psion Discipline

A Psion can absorb energy in the form of fire, cold, lightning or acid and release it later as harmless radiant light. The amount of an element that can be absorbed is based on the number of Psi Points used.

Psychic Focus. While focused on this discipline, you have Advantage on all Dexterity checks to avoid incoming spell damage of one of the particular elements mentioned above.

Energy Absorption (2-7 psi). As a reaction, the Psion can absorb one particular kind of element, be it fire, cold, lightning or acid to be released later as harmless radiant light. The amount that can be absorbed is 1d10 per Psi Point spent. If the element amount is more than the absorption amount, the Psion takes the remainder as damage. Releasing the energy later can be done all at once or carried as a gradual glow that radiates from the Psion up to 20’ away, 10’ beyond this is dim light.

False Sensory Input
Psion Discipline

This discipline allows the Psion to falsify someone’s sensory input—making the victim that they see, hear, smells, tastes or feels something other than they really do. The falsehoods are somewhat limited. Nothing can be completely hidden or made to disappear and everything must retain its general size and intensity. The DM will have to rule on how any false sensory input put forth by the player.

Psychic Focus. While focused on this discipline, you have Advantage on all Perception checks that rely on the senses.

Sensory Input (2-7 psi). As an action, the Psion can alter the sensory input of one target that is within 30 feet and the Psion can see them. The more Psi Points spent, the more realistic the sensory input to the target, making their Wisdom saving throw difficult. For every Psi Point spent above 2, the target has a -1 to their saving throw.

Metamorphosis
Psion Disciplines

This discipline resembles polymorphing, but it has a much wider application. The Psion can change himself into anything with approximately the same mass as his body; a wold, a condor, a chair, a rock or a tree. While in this form, he retains his own hit points, if possible, but gains the armor class of the new form. The Psion also gains all physical attacks that form allows, but no magical or special abilities.

Psychic Focus. While focused on this discipline, you have Advantage on all Constitution saving throws.

Change Form (2 psi). As an action, the Psion can change their form into anything that is of the same body mass as their original form, or smaller.

Impressive Form (4 psi). As an action, the Psion can change their form into anything with a larger body mass than their original form up to a Large creature.

Frightening Form. (6 psi) As an action, the Psion can change their form into anything with a larger body mass than their original form, up to a Huge creature.

Mind Blank
Psion Disciplines

This discipline allows the Psion to blank their minds to prevent others from reading their thoughts or knowing they are present due to psychic activity. This discipline also protects them from mental attacks, making them resistant to psychic damage.

Psychic Focus. While focused on this discipline, you are resistant to psychic damage.

Mind Blank (7 psi, conc, 1 hour). As an action, the Psion can blank their minds, making themselves resistant to psychic damage and preventing others from reading their thoughts or detecting them through psionic means.

Mind Link
Psion Discipline

Mind Link allows the user to communicate wordlessly with any intelligent creature they can contact (Intelligence 5 or greater on a human scale). This is two-way communication. It is not the same as mindreading because the Psion only receives thoughts which the other party wants to send. Language is not a barrier. Target must be known and willing or they gain a Wisdom saving throw to resist.

Psychic Focus. While focusing on this discipline, you gain +2 to any Insight checks needed.

Near Link (2 psi, conc, 10 min). As an action, the Psion can link minds with a single target within 100 feet of their location.

Moderate Link (3 psi, conc, 10 min). As an action, the Psion can link minds with a single target within 1,000 feet of their location.

Far Link (5 psi, conc, 10 min). As an action, the Psion can link minds with a single target within 1 mile of their location.

Distant Link (7 psi, conc, 10 min). As an action, the Psion can link minds with a single target that is within 1,000 miles of their location. This is the maximum distance for this discipline.

Mind Over Body
Psion Discipline

Mind over body allows the user to suppress his body‘s need for food, water, and sleep. In exchange for one hour of meditation per day, all of the Psion’s physical needs are overcome. He does not feel hunger, exhaustion, or thirst, nor does he suffer any ability reductions for privation.

Psychic Focus. While focusing on this discipline, you gain Advantage on all Constitution saving throws.

Body Control (2 psi, 24 hours). As an action, the Psion can suppress the need to eat, drink and sleep for 24 hours. This does not require concentration.

Control Others (5 psi, 24 hours). As an action, the Psion can grant the ability to suppress the need to eat, drink and sleep to up to 4 other willing creatures of their choice. If the target is not willing, they gain the ability to make an Intelligence saving throw to resist.

Molecular Agitation
Psion Discipline

Molecular agitation enables the user to excite the molecules of a substance: paper ignites, wood smolders, skin blisters, water boils, etc.

Psychic Focus. While focused on this discipline, you gain Advantage on Charisma checks.

Light Strength (2 psi, conc, 1 min) As an action, the Psion can excite the molecules of readily flammable materials (e.g., paper, dry grass) ignite, skin becomes red and tender (1 point of damage), wood becomes dark.

Moderate Strength (3 psi, conc, 1 min). As an action, the Psion can do the following: wood smolders and smokes, metal becomes hot to the touch, skin blisters (ld4 points of damage), hair smolders, paint shrivels.

Extraordinary Strength (4 psi, conc, 1 min) As an action, the Psion can do the following: wood ignites, metal scorches (ld4 points of structural damage per round of concentration), skin burns away (1d6 points of damage per round of concentration), water boils, lead melts.

Exceptional Strength (5 psi, conc, 1 min) As an action, the Psion can ignite wood up to their own body mass, soften metal (1d6 structural damage per round of concentration), burn skin (1d8 points of damage per round of concentration).

Maximum Strength (7 psi, conc, 1 min) As an action, the Psion can ignite wood up to twice their own body mass, soften metal including hardened metals such as adamantine (1d8 structural damage per round of concentration), burn skin (1d10 points of damage per round of concentration).

Project Force
Psion Discipline

Some Psion can push, shove, and otherwise bully an opponent from afar.

Psychic Focus. While focusing on this discipline, you gain Advantage on Constitution checks.

Short Projection (2 psi). As an action, the Psion can push, shove, or punch an opponent from up to 30 feet away. The “punch” does 1d6 bludgeoning damage. If it is a push or a shove attack, only targets that weigh 100 pounds or less must make a Dexterity saving throw or be knocked prone or shoved up to 5 feet in any direction.

Moderate Projection (3 psi). As an action, the Psion can push, shove, or punch an opponent from up to 60 feet away. The “punch” does 1d6 bludgeoning damage. If it is a push or a shove attack, only targets that weigh 200 pounds or less must make a Dexterity saving throw or be knocked prone or shoved up to 5 feet in any direction.

Strong Projection (5 psi). As an action, the Psion can push, shove, or punch an opponent from up to 60 feet away. The “punch” does 1d8 bludgeoning damage. If it is a push or a shove attack, only targets that weigh 300 pounds or less must make a Dexterity saving throw or be knocked prone or shoved up to 10 feet in any direction.

Maximum Projection (7 psi). As an action, the Psion can push, shove, or punch an opponent from up to 60 feet away. The “punch” does 1d12 bludgeoning damage. If it is a push or a shove attack, only targets that weigh 500 pounds or less must make a Dexterity saving throw or be knocked prone or shoved up to 20 feet in any direction.

Send Thoughts
Psion Discipline

This is one-way communication, allowing the telepath to send his own thoughts to someone else's mind. The telepath can send information or simply distract the target.

Psychic Focus. While focusing on this discipline, you gain Advantage on Perception checks.

Distracting Thoughts (2 psi, conc, 1 turn) As a reaction, the Psion can send distracting thoughts to a single target of their choice that they can see, forcing them to make an Intelligence saving throw or attack at Disadvantage for that turn. If the target is a spell caster, they must make an Intelligence saving throw or fail in their spell casting. The Psion can also send information to any target they can see.

Muddled Mind (3 psi, conc, 1 turn) As a bonus action, the Psion can send a disturbing thought into the mind of a single target of their choice that they can see, forcing the target to make an Intelligence saving throw or attack at Disadvantage for that turn. This also acts as the Help action for any ally attacking this target, granting them Advantage on their attack for that turn. The Psion can also send information to any target they can see.

Babbling Thoughts (5 psi, conc, 3 turns) As an action, the Psion can send disjointed, confusing thoughts to the mind of a single target of their choice that they can see, forcing the target to make an Intelligence saving throw or attack at Disadvantage for the duration of the discipline (up to 3 turns). The Psion can also send information to any target they can see.

Sight Link
Psion Discipline

This allows the Psion to tap into another creature’s optical system. The Psion sees whatever their link sees (Their own vision is unaffected). If the linked creature is subjected to a gaze attack, the Psion must make the appropriate saving throw or also be affected by the gaze.

Psychic Focus. While focusing on this discipline, you gain Advantage on Perception checks that involve sight.

Sight Link (2-7 psi, conc, 10 min) At 2 Psi points, the range is 30 feet. At 3 Psi points, the range is 60 feet. At 4 Psi points, the range is 120 feet. At 5 Psi points, the range is 300 feet. At 6 Psi points, the range is 300 yards. At 7 Psi points, the range is 1 mile. Any unwilling creature is granted an Intelligence saving throw to resist this discipline.

Superior Invisibility
Psion Discipline

Superior invisibility is like the Invisibility, but it masks the character completely. The Psion makes no sound and has no smell, though they can still be felt if touched. If they attack someone physically, they automatically breaks contact with that character.

Psychic Focus. While focusing on this discipline, you gain Advantage on all Stealth checks.

Superior Invisibility (2-7 psi, conc, Duration varies). The amount of psi points used will determine the duration of this ability. 2 Psi points will grant 5 minutes of Invisibility. 3 Psi points will grant 10 minutes of Invisibility. 4 Psi points will grant 15 minutes of Invisibility. 5 Psi points will grant 20 minutes of Invisibility. 6 Psi points will grant 30 minutes of Invisibility. 7 Psi points will grant 1 hour of Invisibility.

Telekinesis
Psion Discipline

Telekinesis is the ability to move objects through space without touching them.

Psychic Focus. While focusing on this discipline, you gain Advantage on Constitution checks.

Light (2 psi, conc, 1 min). The maximum weight moved is 20 pounds.

Moderate (3 psi, conc, 1 min). The maximum weight moved is 50 pounds.

Heavy (5 psi, conc, 1 min). The maximum weight moved is 200 pounds.

Ultra-heavy (7 psi, conc, 1 min). The maximum weight moved is 2,000 pounds.

Teleport
Psion Discipline

This is the ability to move yourself or others from one location to another instantaneously. Wizard’s can perform this spell, but the Psion uses their mind to fold space to allow this transportation feature. To use this with others, they must be touching the Psion in some way or they will be left behind.

Psychic Focus. There is no focus to this discipline.

Teleport (2-7 psi). For each Psi Point spent on this discipline, it improves the accuracy of the teleport by +2 on the DC.

Ultra Blast
Psion Discipline

The Psion casts thought waves in all directions, seeking enemies, then their consciousness bursts forth and a horrid, psychic scream penetrates all minds within 50 feet. Victims may never be the same again.

Psychic Focus. While focusing on this discipline, you gain Advantage on Constitution checks.

Ultra Blast (2-7 psi). For each Psi Point spent, the targets take 1d12 psychic damage, half if they make an Intelligence saving throw against the Psion’s DC.

Dragonlord
A Dragon Lord is sworn to protect all of dragonkind with their life, if necessary. Alignment doesn’t matter to the Dragon Lord, a dragon is a precious creature that deserves to be protected.

Since this is a progression class and there is no archetype for it, any additional decisions will need to be discussed with the DM in regards to the Dragon Lord class.

The progression is as follows:
 * 1-6 levels as a fighter


 * 1-6 levels as a Druid


 * 1-6 levels as a Dragon Lord

The player begins as a Fighter. You will gain all of the Fighter hit points, proficiencies and skills.

When the player goes from Fighter to Druid, it will take a minimum of three months in-gam to complete and then they will be considered a 1st level Druid. You will gain all of the Druid hit points, proficiencies and skills.

When the player goes from Druid to Dragon Lord, it will take a minimum of one year in-game to complete and then they will be considered a 1st level Dragon Lord. You will gain all of the Dragon Lord hit points, proficiencies and skills.

Though some of the fighter types can wear heavy armor, someone seeking to become a Dragon Lord cannot. Once you change to Druid, you will be required to wear the same armor allowed by the Druid class and they cannot use heavy armor. Keep this in mind.

The oath that the Dragon Lord takes is simple. They cannot attack a dragon unless the dragon gives them no other option. If a Dragon Lord knowingly attacks a dragon without provocation or attempting to find another way around the situation, they instantly lose all Dragon Lord abilities. They must also protect all Dragonkind when and where they can. Failure to do so will result in them losing their Dragon Lord abilities. They can attempt to redeem themselves in the eyes of Lokar Oakenspire, which will most likely involved a lengthy and dangerous quest.

Hit Dice: 1d 12 per level Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d 12 (or 7 + your Constitution modifier per level after 1st) Proficiencies

Languages: Draconic

Saving Throws: Wisdom and Charisma

Skills: Choose three skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion and Survival

 Equipment 

The Dragon Lord can wear Light or Medium armor and use all but Exotic weapons.

You start with the following equipment, in addition to the equipment granted by your background:

(a) chain mail or (b) leather, longbow, and 20 arrows

(a) a martial weapon or (b) two martial weapons

(a) a light crossbow and 20 bolts or (b) two Hand axes

(a) a dungeoneer’s pack or (b) an explorer’s pack

Spell DC = 8 + Charisma modifier + Proficiency Bonus

 Proficiency Bonus   Features 
 * Level 1-4 is +5
 * Level 5-8 is +6
 * Level 9-12 is +7
 * Level 13-16 is +8
 * Level 17-18 is +9

Calm Draconic Creature: At 1st level, the Dragon Lord can use its will to calm a draconic creature once per long rest. The draconic creature must make a Wisdom saving throw against the Dragon Lord’s spell DC.

Spell DC Improvement: At 1st level, the Dragon Lord gains +1 to spell DC. They gain an additional +1 at 3rd, 5th, 7th, 9th, 11th, 15th and 17th level.

Befriend Draconic Creature: At 2nd level, a Dragon Lord can use its ability to befriend a draconic creature once per long rest. The creature must make a Wisdom saving throw against the Dragon Lord’s spell DC.

Improved Calm Draconic Creature: At 3rd level, the Dragon Lord can use its Wisdom modifier to add to their spell DC to calm a draconic creature once per long rest. Spell DC Improvement of +1.

Feat: At 3rd level, the Dragon Lord can chose a Feat. They gain an additional Feat at 8th and 13th level.

Improved Befriend Draconic Creature: At 4th level, the Dragon Lord can use its Wisdom modifier to add to their spell DC to befriend a draconic creature once per long rest.

Ability Score Improvement: At 4th level, the Dragon Lord get a +2 ability score improvement. They gain an additional +2 ability score improvement at 7th level.

Extra Attack: At 5th level, the Dragon Lord gains an extra attack. They gain another attack at 7th and 15th level.

Shape Change Ability: At 6th level, the Dragon Lord can assume the form of any draconic creature of Medium or Large size for 1 hour per point of Wisdom modifier once per long rest. The change takes 1 minute to complete and reverting back takes 1 minute to complete. While shape changed, the Dragon Lord has the abilities of the draconic creature they are in the form of and none of their Dragon Lord abilities.

Improved Shape Change Ability: At 8th level, the Dragon Lord can assume the form of any draconic creature of Huge or smaller size for 1 hour per point of Wisdom modifier once per long rest, and will have its abilities (but will not have their Dragon Lord abilities). This change takes 1 action to complete and when reverting back to humanoid form, it takes 1 action as well.

Augmented Shape Change Ability: At 10th level, the Dragon Lord can assume the form of any draconic creature of Gargantuan size or smaller once per long rest, and will have its abilities (but will not have their Dragon Lord abilities). This change takes 1 action to complete and when reverting back to humanoid form, it takes 1 action as well. There is not time limitation on this ability.

This new Dragon Lord build has not been play tested in 5th Edition, so anyone choosing to try to play one will have to submit to play testing rules. This means, as you play, if the DM sees something that seems overpowered or underpowered, he reserves the right to adjust it as he/she sees fit.