Adaptive Body
Your innate power sustains your life force. You can alter your body to match your surroundings, allowing you to withstand punishing environments.
- You ignore the effects of extreme climate, for example high altitude, heat and cold (but not cold or fire damage).
- You only need to eat, drink, breathe, or sleep half the regular needed amount. To gain the benefits of a long rest, you can spend 4 hours engaged in light activity, rather than sleeping during any of it.
Consumptive Power
You gain the ability to sacrifice your physical durability in exchange for innate power.
- When using innate points, you can pay its cost with your hit points, instead of using any points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. For each innate point, you use two hit points.
This reduction can't be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.
Empowered Innate Source
Empowering Reserves
When you make an ability check on your turn, you can spend 2 innate points to gain advantage on the check.
Imbuing Touch
As an action, you can touch one nonmagical weapon and spend 2 innate points to imbue it with power for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
Well of Fortitude
As an action, you can spend any number of innate points to roll a d4 for each point expended. You gain a number of hit points equal to the total rolled.
Eternal Body
→ Eternal Body
Prerequisite: Adaptive Body
Your mastery of your own power causes your mind to transcend the body. Your physical form is infused with immense innate power. You gain the following benefits:
- You suffer none of the frailty of old age, you can't be aged magically, and you age more slowly. For every 10 years that pass, your body ages only 1 year, you can still die of old age, however. In addition, you no longer need food or water.
- If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.
Indivisible Bond
You and another creature form a psychic bond.
- You and another creature spend a long rest creating an indivisible psychic bond.
- You may only have one bond.
- While the bond is almost indivisible, it can be broken through the following means:
- Succeed with a DL 100 Psionics check using a 1d100 dice (ignore advantage/disadvantage), during a long rest. This check can be done once every long rest.
- Either dies. If this happens, the other suffer
hit dice × (proficiency bonus / 2)
as psychic damage.
Boundless Communication
At-will. Both may communicate mentally, at any range and across planes. This includes sharing mental images and memories, but not forcefully extract them from each other. In addition, both share their emotions and mental state at all times, this cannot be hidden from each other.
Synchronized Awareness
Always. The one with the lowest passive perception uses the others value instead, as long as the bond is unbroken.
Intertwined Psyche
(0-1 innate points, by the other)
Always. If either suffer psychic damage, the other must succeed with a DL 13 Sanity check, or suffer half the psychic damage as well. However, on a success, the original receiver of the damage instead suffer only half the psychic damage. The Sanity check may automatically succeed if the other spend 1 IP.
Mirrored Act
(1 innate point, by either)
At-will. Either may channel innate powers, martial maneuvers or spells through the other, but can be refused. Either must spend 1 IP.
Help From Within
At-will. You and the creature may always use the Help action at each other, at any range and across planes.
Infinity Gate
- Your maximum number of innate points are increased by your proficiency bonus.
- When you spend innate points, you may reduce the cost by up to your level.
- Whenever you reduce the cost, you suffer 1 exhaustion at the end of your turn.
Life Tap
- When you take a short rest, you may roll a hit dice and suffer the value as damage. You regain spell points equal to
damage suffered + your spellcasting modifier
.
Purity of Body
You have mastered the art of purification and self-control, and are able to maintain your physical and mental health with ease. Your body is resistant to diseases and poison, and you have an increased ability to heal and regenerate. You gain the following benefits:
- You are immune to non-magical diseases and poison.
- You have advantage on Fortitude checks made to resist the effects of extreme environments, such as extreme heat or cold.
- You have the ability to regenerate hit points at a faster rate. When you take a short rest, you regain an additional number of hit points equal to
your proficiency bonus + your Constitution modifier
.
Purity of Mind
You have mastered the art of meditation and concentration, and are able to focus your mind and block out distractions. Your mental clarity and resilience allow you to resist mind-affecting effects and maintain concentration on spells. You gain the following benefits:
- You have advantage on Sanity checks.
- You have resistance to psychic damage.
- You have advantage on Fortitude checks made to maintain concentration on a spell.
- You have advantage on Intelligence, Wisdom, and Charisma checks made to remember or recall information.
Purity of Soul
You have mastered the art of spiritual inquiry and sense of self , and are able to hold onto and withstand foreign influences, unmoved in morality or principle. Your soul is resilient to corrupting and tainting forces, remaining pure. You gain the following benefits:
- You have advantage on Will checks against being charmed or frightened.
- You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
- Whenever you make a contested check and fail, you can spend 1 innate point to reroll it and take the second result.
Sage Mode
- When you spend innate points equal to your proficiency bonus or higher during a single turn, you gain the following until the end of your next turn:
- You are immune to being charmed.
- You have advantage on Will saves, omitting disadvantages.
Telepathy
Your mind awakens to the ability to communicate via telepathy.
- You can telepathically speak to any creature you can see within 40 meters of you in this manner.
- You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.