The Gifted Ones: Mutants and Psychics Remnants of the Spellplague The now-ancient effects of the Spellplague are all but forgotten, but the effects are still felt to this day. Not as prominent as when the magic swept over Faerun, the descendants of those who were able to procreate have inherited something to a different tune. And now, they begin to rise up and take their rightful place in the hierarchy of the Realms. by Anthony L. (DM Bahamut) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Mutants and Psychics Standing among a crowd of other gifted students, the pupil reaches deep down inside herself and touches the flame, if only for an instant. A fireball arcs out of her body to decimate a group of automatons created for just that purpose. Her bald professor trots over to her abreast his tamed griffon, applauding. A boy, ripped away from his parents, cries in the mud and rain-drenched streets reaching for them as they are taken away. The guards rush over to him and begin to pull him in the opposite direction. He stretches his hands to them, fingers out and screaming. A gate closes between them, further separating them. Suddenly, a bolt of lightning peels from his fingertips to the gate, pulling him closer as the guards pull him away. The Sergeant of the Guard walks casually up to the boy, striking him unconscious. A feral looking man hunches over as the crossbow bolt takes him in the chest. The bandits, thinking to finish him off, stop mid-stride as the man rights himself, pulling the bolt out of his chest. Before their very eyes, the man's wound begins to heal. Too late, they realize their error as the man leaps at them with claws that have suddenly sprouted from his fingertips. The "Gifted Ones" are the result of the effects from the Spellplague of 1385 DR, over 100 years ago. Though the line is still short in history terms, the effects are tremendous. In just two generations, the offspring of those who were affected by the Spellplague and survived are showing amazing abilities. Very few in number, due to the majority of those impacted by the Spellplague becoming mutated beyond recognition, those who are able to harness their powers are a force to be reckoned with. Naked and afraid Gifted ones normally come to grips with their powers near adolescence, or during times of great stress. Once they realize what they are, many come to believe that they are cursed, or possibly Sorcerers, and are sometimes treated as such. It is not long though before their teachers realize that their pupils do not need material, somatic or verbal components for some of the things that they can do. Focusing on their power, many Gifted Ones think of nothing else but it, foregoing their other martial, divine or arcane training in favor of building on what they can innately do. This generally tends to sow fear in them, as they come to understand that what they hold inside is not all that well controlled. Many hide their powers and try to live normal lives. It almost always ends in despair though as they suddenly need their powers to save a child, or the whole village. Fear of the unknown leads their once friends and family to strike out at them, casting them out. These outcasts are sometimes outright stoned as suspected evil Fey or witches. Many make it out alive and try to move on from one city to another. Very few have banded together to try to locate and teach other Gifted Ones about their abilities, with the hopes that they can learn to control them. Some though, have learned how powerful they can be and have turned to a life of evil. Either way, their life is a hard one, fraught with peril and requiring the Gifted Ones to watch their back wherever they go. Some learn to incorporate their abilities into other types of training to further mask it. Others embrace the power.

The Gifted One Level Prof Bonus Features Cantrips Known Ability Points Mod Points Max Spell Level Power Pool 1st +2 Powers, Mind or Matter 2 2 - 1st 2 2nd +2 Font of Power 2 3 1 1st 3 3rd +2 Metapower 2 4 2 2nd 8 4th +2 Ability Score Improvement 3 5 2 2nd 10 5th +3 - 3 6 3 3rd 16 6th +3 Origin Feature 3 7 3 3rd 19 7th +3 - 3 8 4 4th 23 8th +3 Ability Score Improvement 3 9 4 4th 27 9th +4 Metapower 3 10 5 5th 36 10th +4 Origin Feature 4 11 5 5th 41 11th +4 Power Evolution (6th level) 4 12 6 5th 41 12th +4 Ability Score Improvement 4 12 6 5th 41 13th +5 Power Evolution (7th level) 4 13 7 5th 41 14th +5 Origin Feature 4 13 7 5th 41 15th +5 Power Evolution (8th level) 4 14 8 5th 41 16th +5 Ability Score Improvement 4 14 8 5th 41 17th +6 Power Evolution (9th level) 4 15 9 5th 41 18th +6 Metapower 4 15 9 5th 46 19th +6 Ability Score Improvement 4 15 10 5th 46 20th +6 Modification Restoration 4 15 10 5th 46 Creating the Gifted As you make your mutant or psychic, think about your history and how your powers came to manifest. Were your relatives exposed to the Spellplague and forced to fight to survive? Or were their latent abilities hidden from the public eye, easily able to be concealed? How did your powers first present themselves? Were you in the middle of martial training? Farming the land? Did they cause a panic or where you able to explain them away as some kind of inherent magic, like a Sorcerer? Where did you go and what did you do after your powers manifested? Talk with your DM about the possibility of enlisting in a new school for gifted youngsters, where the students are taught to harness their powers. Or maybe you struck out on your own, living off the land. Either way, decide whether you want to follow a specific motif, like control over fire or ice. Choose your spells as you level to show how your powers continue to evolve. Quick Build You can make a Gifted One quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the hermit background. Third, choose the Firebolt and Produce Flame cantrips, along with the 1st-level spell Burning Hands if you take the Mutant path. Choose the Mage Hand and Friends cantrips, along with the 1st-level spell Charm Person if you take the Psychic path. Class Features As a Gifted one, you gain the following class features. Hit Points Hit Dice: 1d8 per Gifted One level

1d8 per Gifted One level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Gifted One level after 1st

Proficiencies Armor: Light armor, Medium armor

Light armor, Medium armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Constitution, Charisma

Constitution, Charisma Skills: Choose two from Deception, Insight, Intimidation, Performance, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) leather armor or (b) scale mail

(a) a light crossbow and 20 bolts or (b) any simple weapon

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

Two daggers Powers An event in the life of your parent or ancestor left an indelible mark on you, infusing you with powers bordering on arcane. This event, whatever its origin, fuels your powers. See chapter 10 for the general rules of spellcasting. Though your powers are not spells, they use the same general guidelines as spells for ease of play. See the power list at the end of this class description to choose your powers. Gifted Ones do not use material or verbal components, and only use somatic if they have to project their power. Many of the powers can only be used on the Gifted Ones themselves, as opposed to normal magic that can be cast on allies. This will be up to the DM and player to decide. For instance, the mutant power fly would normally be restricted to just the player, but a psychic who knows the same power might use a form of telekinesis on their ally to allow them to fly. A consequence of being a Gifted One is the concentration requirement. Powers are not like spells that come into being and are stabilized. A Gifted One has to constantly concentrate on their powers if they want them to remain. Lastly, these powers that are chosen become at-will, natural abilities, like a Warlock's invocations. A player can just as soon dump their ability points into their strength score or armor class though, and not have any powers at all. Cantrips At 1st level, you know two cantrips of your choice from the Gifted One power list. You learn additional Gifted One cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Gifted One table. Players may opt to forego two cantrips in exchange for one ability point and vice versa. Ability Points A 1st level character begins play with 2 ability points and gains one every level up to 12th. The variety of things you can do with an ability point is many. As noted above, a player can also opt to have no cantrips in order to get an extra ability point, and vice versa. A player can also opt to forego their evolved power or pick a minor flaw in exchange for ability points. See the power evolution section for more details. Every minor flaw chosen gives the player one more ability point. An ability point can be used to do the following things. Raise your natural AC by one point (max 20)

Increase an ability score by 1 (max 20)

Choose a power (spell) within your maximum spell level

Permanently increase the "spell level" of a power by 1

Choose two cantrips

Choose one Gifted One Minor Feat

Increase your Power Pool by 2 points Power Ability Charisma is your ability for your Gifted One powers, since your power relies on your ability to project your will into the world. You use your Charisma whenever a power refers to your "spellcasting" ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Gifted One power you use and when making an attack roll with one. Power Save DC = 8 + your proficiency bonus + your Charisma modifier

= 8 + your proficiency bonus + your Charisma modifier Power attack modifier = your proficiency bonus + your Charisma modifier Power Pool A character is able to use their powers with respect to the amount of energy they have remaining in their power pool. Each spell level of a power used equals one point. For example, a 2nd level power (spell) costs 2 points. A power that has been increased to a higher level still has the higher level power point cost. Power Surge Once a character has used all of their power pool points, they are able to continue to attempt to use their powers. To do so, they have to roll a Constitution saving throw as they use their powers. The DC starts at ten and increases by 1 every time they use any power, plus the level of the power. This DC resets after a long rest. Power Surge DC = 10 + power level + 1 for each use of any power If the player fails the saving throw, roll 1d20 and consult the following table for the effects: Power Surge 1d20 Surge effects 1 Reduce the power to its lowest level 2-5 The power functions as normal 6-10 Power is used as normal and the player takes one level of exhaustion 11-14 Advantage on power / disadvantage on target, player takes one level of exhaustion and is stunned for 1 turn 15-18 Disadvantage on power / advantage on target, player takes one level of exhaustion and is stunned for 1 turn 19 Increase the power one level 20 Maximize the power up to 9th level, but the player takes two levels of exhaustion and is unconscious A player can also voluntarily roll on this table anytime they use their powers, without rolling a saving throw. They do so at their own risk, opening themselves up to the possibility of enhancing a power, or falling prey to it.

Mind or Matter Choose a Gifted One origin, which describes the source of your innate power: Mutant or Psychic, both detailed at the end of the class description. Your choice grants you features when you choose it at 1st level, and again at 6th, 10th, and 14th level. Font of Power At 2nd level, you have learned how to shape and manipulate your powers to better suite your needs. This manipulation is represented by modification points, which allow you to create a variety of power effects. Use the chart for the Mod points to determine how many you receive per long rest. Modification Points You have 1 "mod" point, and you gain more as you reach higher levels, as shown in the Mod Points column of the Gifted One table. You can never have more mod points than shown on the table for your level. You regain all spent mod points when you finish a long rest. Flexible Powers You can use your mod points to boost the level of your powers and your abilities. In much the same way you use ability points to "purchase" new abilities, mod points allow you a temporary boost in power. For every one mod point used, increase the spell level of one of your powers by one (up to level 9), increase an ability score by one (no cap) for one minute or increase your armor class by one (no cap) for one minute. You learn other ways to use your mod points as you reach higher levels. Metapowers At 3rd level, you gain the ability to twist your powers to suit your needs. You gain two of the following Metapower options of your choice. You gain another one at 9th and 18th level. You can use only one Metapower option on a power when you use it, unless otherwise noted. Enlarged Power When you use a power that has an area, you can spend 2 mod points to increase that numeric measurement of the power's area by 50%. Example: If you shoot a fireball, the area increases from 20 ft. to 30 ft. radius. A cone of cold would increase from a 60 ft. to a 90 ft. cone. Heightened Power When you use a power that forces a creature to make a saving throw to resist its effects, you can spend 3 mod points to give one target of the power disadvantage on its first saving throw made against the power. Quickened Power When you use a power that has a time of 1 action, you can spend 2 mod points to change the time to 1 bonus action. Reverberating Power When you use a power with a duration of instantaneous that has an area, you can you can spend a number of mod points equal to the power's level to have the power target the same area at the start of your next turn. The area glows in a color chosen by the DM and creatures can determine what will happen with an Intelligence (Arcana) check. The reverberated power gains no benefit from being used at a higher level. Twinned Power When you use a power that targets only one creature and doesn't have a range of self, you can spend a number of mod points equal to the power's level to target a second creature in range with the same power (1 mod point if the power is a cantrip) Careful Power When you use a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power's full force. To do so, you spend 1 mod point and choose a number of those creatures up to your spellcasting ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the power, and they take no damage if they would normally take half damage on a successful save. Distant Power When you use a power that has a range of 5 feet or greater, you can spend 1 mod point to double the range of the power. When you use a power that has a range of touch, you can spend 1 mod point to make the range of the power 30 feet.

Elemental Power Choose one damage type: acid, cold, fire, lightning, or poison. When you use a power that does damage, you can spend 1 mod point to replace the power's normal damage type with that damage type. Empowered Power When you roll damage for a power, you can spend 1 mod point to reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls. You can use Empowered Power even if you have already used a different Metapower option during the use of the power. Extended Power When you use a power that has a duration of 1 minute or longer, you can spend 1 mod point to double its duration, to a maximum duration of 24 hours. If you lose concentration on an extended power, you can spend 1 mod point and use your reaction to use the power again. Precise Power When you use a power which requires an attack roll, you can spend 2 mod points to gain advantage on the first attack roll of the power. 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. Power Evolution At 11th level, your powers begin to evolve and become more powerful, but less controlled. Choose one 6th-level power from the Gifted One power list as this evolved power. You can use your evolved power only once. You must finish a long rest before you can do so again. At higher levels, you gain more Gifted One powers of your choice that can be used in this way: one 7th-level power at 13th level, one 8th-level power at 15th level, and one 9th-level power at 17th level. You regain all uses of your Evolved Powers when you finish a long rest. A player can forego receiving this ability and gain ability points to contribute to another ability instead if they so choose. The 6th level power is worth 1 ability point, the 7th worth 2, the 8th worth 3 and the 9th worth 4. For instance, at 11th level, they can choose not to receive their 6th level power and trade it for one ability point. They can pick their 7th level power later on if they want, and then trade their 8th level power for three more ability points. This, in addition to trading two cantrips for one ability point, is the only way to gain additional points. Modification Restoration At 20th level, you regain 4 expended mod points whenever you finish a short rest. Gifted One Origins Different Gifted Ones claim different origins for their innate powers. Although many variations exist, most of these origins fall into two categories: Mutant or Psychic. Mutant Bloodline Your innate power stems from a physical mutation that allows you to fire blasts of ice out of your fingertips or fly through the heavens. This mutation might have left its mark on you in the form of a physical scar, or it might have laid dormant until you reached adolescence. In either case, you have managed to find some control over the chaos swirling inside your body to use to your own effect. Martial Order At 1st level, you gain proficiency with martial weapons, heavy armor, and shields. Fighting Fatigue At 6th level, you gain the ability to stave off fatigue. Once per long rest, you are able to reduce your exhaustion level by one. Controlled Chaos At 10th level, you gain a modicum of control over the surges of your powers. Whenever you roll on the Power Surge table, you can roll twice and use either number. Power Bombardment Beginning at 14th level, the harmful energy of your powers intensifies. When you roll damage for a power and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Psychic Bloodline The power of the mind is an amazing thing. Your innate powers stem from the recesses of consciousness, pulled forth by an in dominatable will. Able to read minds without a second thought or move massive objects with a blink, the psychic Gifted One is the ultimate unarmed warrior; able to wade into combat with nothing but their brain. Awakened Mind Starting at 1st level, your psychic knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. Iron Mind At 6th level, you gain the ability to stave off fatigue. Once per long rest, you are able to reduce your exhaustion level by one. Thought Shield Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Visions of the Past Starting at 14th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were using a power. Once you use this feature, you can’t use it again until you finish a short or long rest. Object Reading Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature. Area Reading As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Gifted One "Minor Feats" A Gifted One Minor Feat costs one ability point to purchase. If a Gifted One Minor Feat has prerequisites, you must meet them to learn it. You can learn the feat at the same time that you meet its prerequisites. Ability Score Unlock Prerequisite: 10th level

You are now able to increase one ability score maximum to 24. If you take this feat again, you can increase the maximum to 28 or choose a different ability. Advanced Smell Prerequisite: Mutant subclass

You can detect very faint traces of smells. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks based on smell. Advanced Touch Prerequisite: Mutant subclass

You have very sensitive hands and fingers. You have advantage on Dexterity (Sleight of Hand) and Dexterity (Thieves Tools) checks. Agonizing Blast Prerequisite: Ranged attack cantrip

When you use a ranged attack cantrip, add your Charisma modifier to the damage it deals on a hit. Alert You have advantage on initiative checks. Automatic Aggression When a creature enters within 5 feet of you and makes an attack against you, you can use your reaction to make a basic melee weapon attack against the attacking creature. Aware You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Battle Powers Prerequisite: 14th level

When you use your action to use a power, you can make one weapon attack as a bonus action. Battle Sense You gain a +1 to melee attacks. Beast-form Prerequisite: 2nd level, Mutant subclass

You can use your action to assume the shape of one beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your mutant level determines the beast you can transform into, as shown in the Beast Shapes table. Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 - Giant Eagle You can stay in a beast shape for a number of hours equal to half your mutant level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You can’t use powers, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a power you’ve already begun using, however, or prevent you from taking actions that are part of a power, such as call lightning, that you’ve already used.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Blood Sense Prerequisite: 9th level, Mutant subclass

You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Bonded Weapon Prerequisite: 3rd level, Mutant subclass

You learn a ritual that creates a bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. Conditioned Body Prerequisite: 3rd level, Mutant subclass

When you gain this feat, choose one of the following conditions: blinded, deafened, grappled, incapacitated, paralyzed, petrified, poisoned or stunned. You have advantage on saving throws against the chosen type. You can select this feat multiple times. Each time you do so, either choose a new condition or gain immunity to the former condition. Conditioned Mind Prerequisite: 3rd level, Psychic subclass

When you gain this feat, choose one of the following conditions: blinded, charmed, frightened, incapacitated, paralyzed or stunned. You have advantage on saving throws against the chosen type. You can select this feat multiple times. Each time you do so, either choose a new condition or gain immunity to the former condition. Confidant Start Prerequisite: 3rd level

Your unmistakable confidence propels you into battle. You add your Charisma modifier to your initiative rolls. Critical Attack Prerequisite: 3rd level

Choose melee, ranged or spell attacks. Your chosen attacks score a critical hit on a roll of 19 or 20. Death Warder Prerequisite: 11th level, Mutant subclass

Your determination can keep you fighting despite grievous wounds. If you drop to 0 hit points and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10. Defensive Intellect Prerequisite: 3rd level

While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. Devil's Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Duplicate Self Prerequisite: 2nd level, Psychic subclass

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a power). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can use powers as though you were in the illusion’s space, but you must use your own senses. You can use this ability once per long rest. Every time you take this feat, you can either increase the number of illusions by one, or increase the use per long rest by one. Eagle Eyes Prerequisite: Mutant subclass

You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Evisceral Attack You deal an extra 1d6 damage once per turn to one creature you hit with an attack if you have advantage on the attack roll. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and if you don't have disadvantage on the roll. Each time you take this feat, increase the damage by 1d6. Expanded Mind and Body You gain proficiency in two skills. If you already are proficient in them, you instead have expertise.

Extra Appendages Prerequisite: Mutant subclass

You have either two extra arms, two extra legs or a tail, each of which offer different benefits. If you have two arms, you can interact with two objects or environmental features during your turn, instead of one. You are also able to wield weapons with the arms following the same limitations as your normal arms. If you have two legs, increase your speed by 15 feet. You also have advantage against being knocked prone. If you have a tail, you can manipulate small items, but not enough so that you are able to attack with it. When you attempt Dexterity checks with it, you do so with disadvantage. The tail does assist in balance however, giving you advantage with any checks made to climb or to keep balance. Eyes of the Rune Keeper Prerequisite: Psychic subclass

You can read all writing. Prerequisite: 3rd level, Mutant subclass

Your speed increases by 10 feet. Gaze of Two Minds Prerequisite: Psychic subclass

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. Glider Prerequisite: Mutant subclass

You have a light webbing under your armpits that allow you to glide safely from any height. Armor cannot be worn unless it is specifically made to account for the webbing. Graceful Fall You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Gifted One level. Improved Critical Attack Prerequisite: Critical Attack, 15th level

Your chosen attacks score a critical hit on a roll of 18, 19 or 20. Improved War Power Prerequisite: 18th level

When you use your action to use a power, you can make one weapon attack as a bonus action. Increased Lifespan Prerequisite: Mutant subclass

Your lifespan is increased by 50% of your normal expected lifespan. If this feat is taken again, expand the lifespan by 50% of the new expected lifespan. Increased Size Prerequisite: Mutant subclass

You gain one size level for determining carrying capacity and strength. Language Master Prerequisite: Psychic subclass

You learn three languages of your choice. Lifedrinker Prerequisite: 12th level, Mutant subclass

When you hit a creature within melee, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1). Luckier Prerequisite: 3rd level, Mutant subclass

You have inexplicable luck that seems to kick in at just the right moment. You have 1 luck point. Whenever you make an attack roll, an ability check, or a saving throw, you can spend your luck point to roll an additional d20. You can choose to spend your luck point after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend your luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck point when you finish a long rest. Luckiest Prerequisite: 3rd level, Mutant subclass

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Maddening Hex Prerequisite: 5th level, Psychic subclass

As a bonus action, you cause a psychic disturbance around the target of a psychic power you have used. When you do so, you deal psychic damage to the target and each creature of your choice within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 0 damage). Magic Absorber Prerequisite: 5th level, Mutant subclass

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. Choose one 1st-level spell from that class's spell list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for this spell depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard. Magic Negator Prerequisite: 5th level, Mutant subclass

You have advantage on saving throws against spells cast by creatures within 10 feet of you. Martial Apprentice You learn one maneuver of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). Meditation Prerequisite: Psychic subclass

Instead of sleeping, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Natural Stealth Prerequisite: Mutant subclass

You can take a bonus action on each of your turns to take the Hide action. One with Shadows Prerequisite: 5th level, Mutant subclass

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Photographic Memory Prerequisite: Psychic subclass

You can accurately recall anything you have ever seen or heard in your lifetime. Power Bane Prerequisite: 5th level, Mutant subclass

When you gain this feat, choose one of the following damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing or thunder. You gain resistance to damage of the chosen type. You can select this feat multiple times. Each time you do so, you may choose the same damage type. If you do, you gain immunity to the chosen damage type. If you choose it again, you absorb the chosen damage type and heal half the damage. Power Incarnate Prerequisite: 18th level

You have achieved such mastery over certain powers that you can use them at will. Choose a 2nd-level power that you know. You can use that power at its lowest level without expending power points. If you want to use the power at a higher level, you must expend power points as normal. Power Mastery Prerequisite: 15th level

You have achieved such mastery over certain powers that you can use them at will. Choose a 1st-level power that you know. You can use that power at its lowest level without expending a power point. If you want to use the power at a higher level, you must expend a power point as normal. Power Supreme Prerequisite: 20th level

You gain mastery over a power and can use it with little effort. Choose a 3rd-level power as your signature power. You can cast use this power once at 3rd level without expending power points. When you do so, you can’t do so again until you finish a short or long rest. If you want to use the power at a higher level, you must expend power points as normal. Quick Instincts Prerequisite: 7th level

If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn. Quick-Learner You gain proficiency with four weapons of your choice. Repelling Blast Prerequisite: Ranged attack cantrip

When you hit a creature with a ranged attack cantrip, you can push the creature up to 10 feet away from you in a straight line.

Resilious Prerequisite: 3rd level

You gain proficiency in one saving throw. If you are already proficient in it, you are doubly so. Mutants can choose between strength, dexterity and constitution. Psychics can choose between intelligence, wisdom and charisma. Ritualistic Powers Any powers that you possess that are considered ritual spells can be used the same way a ritual can be. Savant You become proficient in four musical instruments. You can also mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. Second Wind Prerequisite: Mutant subclass

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your mutant level. Once you use this feat, you must finish a short or long rest before you can use it again. Shadow Sniper When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. Slow Once on each of your turns when you hit a creature with one of your cantrips, you can reduce that creature’s speed by 10 feet until the end of your next turn. Subconscious Power Prerequisite: 3rd level

You have advantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage. Super-Ability Prerequisite: 10th level

Choose one ability. If your total for an ability check is less than your ability score, you can use that score in place of the total. Surging Action Prerequisite: 2nd level

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action. Once you use this feature, you must finish a long rest before you can use it again. Swimmer Prerequisite: Mutant subclass

You have webbing between your fingers and your toes. Your swim speed equals your full movement speed. Tempestuous Power Prerequisite: 3rd level

Whenever you use a power other than a cantrip during your turn, whirling gusts of elemental air surround you. You can use a bonus action to fly 10 feet without provoking opportunity attacks. Thirsting Power Prerequisite: 5th level, Mutant subclass

You can attack in melee twice, instead of once, whenever you take the Attack action on your turn. Thoughtless Attack Prerequisite: Mutant subclass

You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack thoughtlessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Tough Defense Prerequisite: 3rd level, Mutant subclass

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Strength modifier. You can use a shield and still gain this benefit. Underwater Breathing Prerequisite: 5th level, Mutant subclass

You can breathe underwater, and you gain a swimming speed equal to your walking speed. You can also cast water breathing without expending a power point. Once you cast it using this minor feat, you can’t do so again until you finish a long rest.

Unstoppable Cantrip Prerequisite: 2nd level

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Unyielding Defense Prerequisite: 3rd level

While you are wearing no armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Voice of the Master Prerequisite: Psychic subclass

You can communicate telepathically with any creature you have currently charmed and perceive through their senses as long as you are on the same plane of existence. Additionally, while perceiving through your charmed creature’s senses, you can also speak through the creature in your own voice, even if the creature is normally incapable of speech. War Power Prerequisite: 7th level

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Wise Defense Prerequisite: 3rd level, Psychic subclass

While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. Witch Sight Prerequisite: 15th level, Psychic subclass

You can see the true form of any shape changer or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight. Wolfen Prerequisite: Mutant subclass

You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. X-Ray Vision Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images. Once you use this minor feat, you can't use it again until you finish a short or long rest.

Gifted One "Minor Flaws" A Gifted One Minor Flaw refunds one ability point per "purchase". You can only know a number of Minor Flaws equal to your proficiency modifier. If a Gifted One Minor Flaw has prerequisites, you must meet them to learn it. You can learn the flaw at the same time that you meet its prerequisites. Ability Score Detriment All of your ability score maximums are reduced by 2. Any ability that has already surpassed this is reduced to the new maximum. No amount of magic can increase it above this new maximum. Altered Appearance Choose one of the following: All body hair triples and continuously regrows if cut

Odd skin pigmentation

Odd skin texture

No hair at all

No facial features

Odd eye color

Odd sized ears

Odd hair color

Odd eye shape Battle Weary You lose a -1 to all attacks. Bestiality Prerequisite: Mutant subclass

You are half of your chosen race, half beast. Choose a beast from the Monster Manual or Player's Handbook that is not a normal hybrid (ie, minotaur or shifter). You are now a "were" type creature by all appearances. The DM has the final say on what benefits or consequences this new form has. Chronic Pain You suffer the effects of some residual type of pain that constantly hinders you. -1 to initiative and reduce your Constitution by 1. Clumsy You have disadvantage on Dexterity checks. Deadened Senses Choose one of your senses; sight, hearing, smell or touch. You now have disadvantage with any check that deals with that sense. Death Caller Your carelessness for life draws the specter of death closer. When you drop to 0 hit points and don’t die outright, immediately make a death saving throw. If you choose this feat again, your first roll is automatically a fail and you must roll for a second save. Decreased Lifespan Prerequisite: Mutant subclass

Your lifespan is decreased by 50% of your normal expected lifespan. If this feat is taken again, decrease the lifespan by 50% of the new expected lifespan. Decreased Mass Your ability scores do not change, but your mass does. Subtract 1d4x10 pounds per size category from your current weight. Decreased Size Prerequisite: Mutant subclass

You lose one size level for determining carrying capacity and strength. Forgetfulness You lose proficiency in one of your skills. If you had expertise, you now only have proficiency. Glowing Prerequisite: Mutant subclass

Your body glows dimly, shedding dim light in a 5 foot radius. This gives you disadvantage to hide checks unless totally covered. Prerequisite: Mutant subclass

Your speed decreases by 10 feet. Inattentive Power You have disadvantage on Constitution saving throws that you make to maintain your concentration on a power when you take damage. Increased Mass Your ability scores do not change, but your mass does. Add 1d4x10 pounds per size category to your current weight. Insanity You have a major insanity. Lackadaisical You have a -5 to initiative. Leeching Ability Reduce one ability score by 1 to a minimum of 3. Each time you take this minor feat, the reduction doubles. For example, the second time it is taken, an ability score is reduced by 2. The third time it is taken, an ability score is reduced by 4, etc. Magic Attractor Prerequisite: Mutant subclass

You have disadvantage on saving throws against spells cast by creatures within 10 feet of you.

Magnetic Aggression When you enter within 5 feet of an attacking creature, they can use their reaction to make a basic melee weapon attack against you. Not-Smart You have disadvantage on all Intelligence checks. Power Vulnerability Prerequisite: Mutant subclass

When you gain this feat, choose one of the following damage types: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing or thunder. You gain vulnerability to damage of the chosen type. You can select this feat multiple times. Each time you do so, you may choose the same damage type. If you do, you gain vulnerability to the chosen damage type. If you choose it again, you take double again the chosen damage type. Prehensile Feet Prerequisite: Mutant subclass

You have feet that resemble a monkey's. When footwear is worn, your speed is reduced by 10 feet. When footwear is not worn, your climbing speed is not reduced. Requires Energy for Nourishment You require an alternate form of "food", other than normal food and water. You cannot eat or drink normal food; it must be in the form of heat or electrical energy. This does not give you resistance or immunity to those damage types; only that you require amounts of it in moderation to survive. Shy You have disadvantage on all Charisma checks. Slow-Acting You lose proficiency in one saving throw. Slow Instincts If you are surprised at the beginning of combat and aren’t incapacitated, resolve your first turn as normal for being surprised. Your second turn can only be used to move and make reactions. Soft Skin Prerequisite: Mutant subclass

Your natural armor class is reduced by 1. Suck-Ability Choose one ability. If your total for an ability check is more than your ability score, you must use your ability score in place of the total. Sunlight Sensitivity Prerequisite: Mutant subclass

You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Unaware You have a -5 penalty to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Un-Conditioned Body Prerequisite: Mutant subclass

When you gain this feat, choose one of the following conditions: blinded, deafened, grappled, incapacitated, paralyzed, petrified, poisoned or stunned. You have disadvantage on saving throws against the chosen type. You can select this feat multiple times. Each time you do so, choose a new condition. Un-Conditioned Mind Prerequisite: Psychic subclass

When you gain this feat, choose one of the following conditions: blinded, charmed, frightened, incapacitated, paralyzed or stunned. You have disadvantage on saving throws against the chosen type. You can select this feat multiple times. Each time you do so, choose a new condition. Unluckier Prerequisite: Mutant subclass

You have inexplicable bad luck that seems to kick in at just the right moment. You have 1 un-luck point. Whenever you make an attack roll, an ability check, or a saving throw, the DM can spend your un-luck point to roll an additional d20. The DM can choose to spend your un-luck point after you roll the die, but before the outcome is determined. The DM chooses which of the d20s is used for the roll. The DM can also spend your un-luck point when an attack roll is made against you. The DM rolls a d20, and then chooses whether the attack uses the attacker’s roll or theirs. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended un-luck point when you finish a long rest. Unluckiest Prerequisite: Mutant subclass

When you roll a 20 on an attack roll, ability check, or saving throw, you must reroll the die and must use the new roll. Unwise You have disadvantage on all Wisdom checks. Weak You have disadvantage on all Strength checks.

Mutant Powers Cantrips (0 Level) Acid Splash

Blade Ward

Chill Touch

Control Flames (EE)

Dancing Lights

Eldritch Blast

Firebolt

Frostbite (EE)

Guidance

Gust (EE)

Light

Lightning Lure (SCAG)

Mold Earth (EE)

Poison Spray

Produce Flame

Ray of Frost

Resistance

Sacred Flame

Shape Water (EE)

Shillelagh

Shocking Grasp

Thorn Whip

Thunderclap (EE)

True Strike 1st Level Absorb Elements (EE)

Armor of Agathys

Burning Hands

Color Spray

Create or Destroy Water

Cure Wounds

Disguise Self

Earth Tremor (EE)

Entangle

Expeditious Retreat

Feather Fall

Fog Cloud

Guiding Bolt

Hellish Rebuke

Ice Knife (EE)

Inflict Wounds

Jump

Longstrider

Mage Armor

Magic Missile

Ray of Sickness

Shield

Shield of Faith

Thunderwave

Witch Bolt 2nd Level Aganazzar's Scorcher (EE)

Alter Self

Barkskin

Blur

Darkness

Darkvision

Earthbind (EE)

Enhance Ability

Enlarge/Reduce

Flaming Sphere

Gust of Wind

Heat Metal

Invisibility

Knock

Levitate

Maximilian's Earthen Grasp (EE)

Melf's Acid Arrow

Misty Step

Pass Without Trace

Protection from Poison

Pyrotechnics (EE)

Ray of Enfeeblement

Scorching Ray

Shatter

Silence

Snilloc's Snowball Swarm (EE)

Spider Climb

Spike Growth

Warding Bond

Warding Wind (EE)

Web 3rd Level Bestow Curse

Blink

Call Lightning

Conjure Animals

Daylight

Erupting Earth (EE)

Fireball

Fly

Gaseous Form

Haste

Lightning Bolt

Meld into Stone

Melf's Minute Meteors

Plant Growth

Protection from Energy (choose one)

Sleet Storm

Slow

Stinking Cloud

Tidal Wave (EE)

Vampiric Touch

Wall of Sand (EE)

Wall of Water (EE)

Water Breathing

Water Walk

Wind Wall 4th Level Blight

Conjure Woodland Beings

Control Water

Dimension Door

Fireshield

Freedom of Movement

Grasping Vine

Greater Invisibility

Ice Storm

Otiluke's Resilient Sphere

Polymorph

Stone Shape

Stoneskin

Storm Sphere (EE)

Vitriolic Sphere (EE)

Wall of Fire

Watery Sphere (EE) 5th Level Animate Objects

Antilife Shell

Awaken

Cloudkill

Cone of Cold

Contagion

Control Winds (EE)

Destructive Wave

Flame Strike

Immolation (EE)

Insect Plague

Maelstrom (EE)

Passwall

Reincarnate

Transmute Rock (EE)

Tree Stride

Wall of Force

Wall of Stone 6th Level Arcane Gate

Bones of the Earth (EE)

Chain Lightning

Circle of Death

Disintegrate

Eyebite

Flesh to Stone

Globe of Invulnerability

Harm

Investiture of Flame (EE)

Investiture of Ice (EE)

Investiture of Stone (EE)

Investiture of Wind (EE)

Move Earth

Otiluke's Freezing Sphere

Primordial Ward (EE, choose one)

Sunbeam

Transport via Plants

True Seeing

Wall of Ice

Wall of Thorns

Wind Walk

Word of Recall 7th Level Delayed Blast Fireball

Etherealness

Firestorm

Forcecage

Plane Shift

Prismatic Spray

Regenerate

Resurrection

Reverse Gravity

Teleport

Whirlwind (EE) 8th Level Abi-Dalzim's Horrid Wilting (EE)

Animal Shapes

Clone

Control Weather

Earthquake

Incendiary Cloud

Sunburst

Tsunami 9th Level Gate

Meteor Swarm

Shapechange

Storm of Vengeance

Time Stop

True Polymorph

Psychic Powers Cantrips (0 Level) Blade Ward

Control Flames (EE)

Fire Bolt

Friends

Guidance

Gust (EE)

Mage Hand

Mending

Message

Minor Illusion

Mold Earth (EE)

Produce Flame

Resistance

Sacred Flame

Shape Water (EE)

Spare the Dying

True Strike

Vicious Mockery 1st Level Animal Friendship

Beast Bond (EE)

Burning Hands

Catapult (EE)

Charm Person

Command

Compelled Duel

Comprehend Languages

Cure Wounds

Detect Evil and Good

Detect Poison and Disease

Dissonant Whispers

Healing Word

Identify

Inflict Wounds

Jump

Mage Armor

Protection from Evil and Good

Shield

Shield of Faith

Silent Image

Sleep

Speak with Animals

Tasha's Hideous Laughter 2nd Level Aganazzar's Scorcher (EE)

Animal Messenger

Beast Sense

Blindness/Deafness

Blur

Calm Emotions

Crown of Madness

Detect Thoughts

Enhance Ability

Enthrall

Find Traps

Flaming Sphere

Hold Person

Knock

Lesser Restoration

Levitate

Locate Animals or Plants

Locate Object

Mirror Image

Nystul's Magic Aura

Phantasmal Force

Pyrotechnics (EE)

Ray of Enfeeblement

Scorching Ray

See Invisibility

Suggestion

Zone of Truth 3rd Level Bestow Curse

Clairvoyance

Fear

Feign Death

Fireball

Fly

Hypnotic Pattern

Invisibility

Major Image

Nondetection

Revivify

Sending

Slow

Speak with Plants

Tidal Wave (EE)

Tongues

Wall of Sand (EE)

Wall of Water (EE)

Water Walk 4th Level Arcane Eye

Compulsion

Confusion

Control Water

Dominate Beast

Fire Shield

Greater Invisibility

Hallucinatory Terrain

Locate Creature

Otiluke's Resilient Sphere

Phantasmal Killer

Wall of Fire

Watery Sphere (EE) 5th Level Antilife Shell

Bigby's Hand

Commune with Nature

Contagion

Dominate Person

Dream

Flame Strike

Geas

Hold Monster

Immolation (EE)

Legend Lore

Maelstrom (EE)

Mislead

Modify Memory

Rary's Telepathic Bond

Scrying

Seeming

Telekinesis

Wall of Force 6th Level Eyebite

Find the Path

Globe of Invulnerability

Heal

Investiture of Flame (EE)

Mass Suggestion

Move Earth

Otto's Irresistible Dance

True Seeing 7th Level Fire Storm

Forcecage

Mirage Arcane

Project Image

Regenerate

Sequester 8th Level Antipathy/Sympathy

Dominate Monster

Feeblemind

Glibness

Mind Blank

Power Word Stun

Telepathy

Tsunami 9th Level Astral Projection

Foresight

Power Word Heal

Power Word Kill

Weird

New NPC's This world has spawned more than a few new heroes and villains who strive to spread their name from continent to continent. The following are just a few of the newer ones that you can now include as part of the rich history of Faerun, if you choose to have mutants and psychics in your campaign. Lagon, The "Wolve'Rune" Lagon was a young dwarf when the Spellplague struck. He found that the powers of the Gods altered his body in profound ways. Able to heal himself at an exponential rate, he also discovered that he had grown bone claws inside his body. When the Arcane Brotherhood heard of these extraordinary abilities, they abducted Lagon and experimented on him in order to to discover his secrets. They imbued his bones with the strength of adamantine, creating the ultimate weapon. Using mind-control, they had a perfect assassin who could easily dispatch their foes without fear of being seriously hurt. Lagon was freed from his captivity by a rogue psychic who used her powers to break his mental chains. It caused him some memory loss, but Lagon is now free to exact his revenge. He aids the Order of X to find other mutants and train them. Lagon, The "Wolve'Rune" Medium Dwarf Berserker Barbarian 3/Mutant 13, Chaotic Good Armor Class 17

17 Hit Points 150 (16d8 + 64)

150 (16d8 + 64) Speed 35ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 18 (+4) 10 (+0) 10 (+0) 10 (+0) Saving Throws Strength +8, Constitution +9

Strength +8, Constitution +9 Skills Intimidation +5, Nature +5, Perception +10, Stealth +8, Survival +5

Intimidation +5, Nature +5, Perception +10, Stealth +8, Survival +5 Condition Immunities None

None Damage Immunities Resistant to bludgeoning, piercing and slashing weapons, resistant to poison

Resistant to bludgeoning, piercing and slashing weapons, resistant to poison Senses passive Perception 20

passive Perception 20 Languages Common, Dwarf

Common, Dwarf Challenge 12 Danger Sense Wolve'Rune has advantage on Dexterity saving throws Actions Multiattack. Wolve'Rune makes three claw attacks. Claws. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (1d6 + 5) Heal. As a bonus action, Wolve'Rune can cast Cure Wounds on himself, healing 3d8 hit points Regenerate (Recharge long rest). As a bonus action, Wolve'Rune can cast the spell Regenerate on himself Powers Resistance (cantrip)

(cantrip) True Strike (cantrip)

(cantrip) Cure Wounds (level 1 buffed to level 3)

(level 1 buffed to level 3) Alter Self (level 2: Natural Weapons)

(level 2: Natural Weapons) Enhance Ability (level 2)

(level 2) Stoneskin (permanent, level 4)

(permanent, level 4) True Seeing 1/long rest

1/long rest Regenerate 1/long rest

Bruce Banter, The "Husk" Medium Half-Orc Berserker Barbarian 5/Mutant 11, Chaotic Neutral Armor Class 18

18 Hit Points 182(16d8 + 96)

182(16d8 + 96) Speed 40ft. STR DEX CON INT WIS CHA 20 (+5) 18 (+4) 18 (+4) 5 (-3) 5 (-3) 5 (-3) Saving Throws Strength +10, Constitution +9

Strength +10, Constitution +9 Skills Acrobatics +9, Athletics +10, (Strength) Intimidation +10

Acrobatics +9, Athletics +10, (Strength) Intimidation +10 Condition Immunities None

None Damage Immunities Resistant to bludgeoning, piercing and slashing weapons

Resistant to bludgeoning, piercing and slashing weapons Senses passive Perception 7

passive Perception 7 Languages Common, Orc

Common, Orc Challenge 12 Danger Sense The Husk has advantage on Dexterity saving throws Relentless Endurance When the Husk is reduced to 0 hit points, he drops to 1 hit point instead. This ability cannot be used again until after a long rest Actions Multiattack. Husk makes four slam attacks. Slam. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 15 (1d6 + 10) Super-Jump The Husk can jump 60 feet long and/or 24 feet high. This does not cause opportunity attacks, and when he lands, he does 1d6 per 10 feet height damage to anyone he lands on. Heal. As a bonus action, the Husk can cast Cure Wounds on himself, healing 1d8 hit points Primordial Ward (Recharge long rest). As a bonus action, The Husk can cast the spell Primordial Ward on himself Powers Plus 5 points to Strength + 3 points from ability score improvement

Thunderclap (cantrip)

(cantrip) True Strike (cantrip)

(cantrip) Cure Light Wounds (level 1)

(level 1) Jump (level 1)

(level 1) Enlarge (level 2)

(level 2) Primordial Ward 1/long rest (level 6) Bruise Banter, The "Husk" The Husk was formerly a scrawny half-orc who toiled the lands for his human captors. One day, he unearthed a rare piece of geode that had fallen from an earth node that was blasted by the Spellplague. The geode somehow contained the power, yet transferred it into this unsuspecting creature as he picked it up. Immediately, the Husk was born. Imbued with amazing strength, yet an uncontrollable anger at being a slave for so long, he lashed out at everyone until the city bore arms against him. He fled into the wilderness, thinking his gift would wear out and he would be at the mercy of his captors again. But he found that the gift kept on giving. Never wanting to be a slave again, and repulsed at the idea of other creatures having slaves, the Husk put to work his own personal mission to free people wherever he found them.

Curtis Wagoneer, The "Dark Walker" Curtis Wagoneer was born to a goodly-religious Tiefling family and lived a somewhat normal life. As his skin changed from red to blue though, the villagers began to worry. It was one thing to live cursed in the image of Asmodeus; it was another altogether to begin taking on even more forms of Devilry. Not wanting to see their child hurt, his parents tried to deliver him to priests who could care for him. On the way though, they were waylaid by bandits, who took the child for their own and sold him to a traveling circus. There, Curtis earned his fame as being the "Dark Walker", who could disappear into the shadows and climb walls. After he discovered he could teleport, Curtis left the circus life behind in an effort to find his own path. The Order of the X found him and now cares for him, as he does for them. Together, they look for other lost souls who exhibit the fantastic powers of the Spellplague. Curtis Wagoneer, The "Dark Walker" Medium Tiefling Rogue 2/Mutant 14, Lawful Good Armor Class 19 (leather armor)

19 (leather armor) Hit Points 150 (16d8 + 64)

150 (16d8 + 64) Speed 30ft, climbing 30ft STR DEX CON INT WIS CHA 10 (+0) 20 (+5) 14 (+2) 14 (+2) 16 (+3) 16 (+3) Saving Throws Dexterity +13, Charisma +8

Dexterity +13, Charisma +8 Skills Acrobatics +15, Insight +8, Sleight of Hand +10, Stealth +15

Acrobatics +15, Insight +8, Sleight of Hand +10, Stealth +15 Condition Immunities None

None Damage Immunities Resistant to fire

Resistant to fire Senses passive Perception 18

passive Perception 18 Languages Common, Infernal

Common, Infernal Challenge 12 Actions Multiattack. Dark Walker makes two sword attacks. Sword. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit 15 (1d6 + 11) Super-Jump The Dark Walker can jump 30 feet long and/or 9 feet high. This does not cause opportunity attacks. Powers Plus 4 points to Dexterity + 3 points from ability score improvement Blade Ward (cantrip)

(cantrip) Guidance (cantrip)

(cantrip) Resistance (cantrip)

(cantrip) True Strike (cantrip)

(cantrip) Jump (level 1)

(level 1) Misty Step (level 2)

(level 2) Pass without Trace (level 2)

(level 2) Spider Climb (level 2)

(level 2) Teleport 1/long rest (level 7)

Xavier Wardminster, "Lord Xavier" Former Lord of Waterdeep Xavier Wardminster never really understood how, when he was younger, he was able to so easily sway other Lords and Ladies to do his bidding. Coming from wealth, he was accustomed to his underlings doing what they were told, but for so many of his fellow aristocrats to be so easy to manipulate... he did not find the joy he thought he would in it. After diving into long-lost secrets and testing his mental acuity, Lord Xavier found that he was gifted. The influence he so easily accumulated was not only because of his witty demeanor, but also because he was able to manipulate people's minds. Lord Xavier experimented with his discovered powers and found that he was capable of a great many things. With them, he became a Lord of Waterdeep, and found that there were others like him. He determined then that he would use his abilities for good to search out these others and harbor them from others who might want to pervert them. He opened a grand academy that focused on finding these others, teaching them about their power and their past, and setting them out better people. Some of the students decided to stay, coming together to become the Order of X. To this day, they help to protect the Sword Coast from enemies far and wide. Xavier Wardminster, "Lord Xavier" Medium Human Psychic 16, Lawful Good Armor Class 11 (cloak and ring of protection +2)

11 (cloak and ring of protection +2) Hit Points 150 (16d8 + 64)

150 (16d8 + 64) Speed 15ft (disabled) STR DEX CON INT WIS CHA 8 (-1) 5 (-3) 14 (+2) 20 (+5) 20 (+5) 20 (+5) Saving Throws Constitution +7, Charisma +10

Constitution +7, Charisma +10 Skills Arcana +10, History +10, Insight +10, Investigation +10, Persuasion +10, Religion +10

Arcana +10, History +10, Insight +10, Investigation +10, Persuasion +10, Religion +10 Condition Immunities None

None Damage Immunities Resistance to psychic damage

Resistance to psychic damage Senses passive Perception 15

passive Perception 15 Languages Common, Infernal, Elven, Draconic

Common, Infernal, Elven, Draconic Challenge 12 Actions Psychic blast Ranged Spell Attack: DC 18 Wisdom save, range 100ft, one target, Hit: 24 psychic damage (4d10) or half if saved Powers Friends (cantrip)

(cantrip) Guidance (cantrip)

(cantrip) Message (cantrip)

(cantrip) Vicious Mockery (cantrip)

(cantrip) Detect Thoughts (level 2)

(level 2) Sending (level 3)

(level 3) Locate Creature (level 4)

(level 4) Greater Invisibility (level 4)

(level 4) Phantasmal Killer (level 4)

(level 4) Dominate Person (level 5)

(level 5) Modify Memory (level 5)

(level 5) Scrying (level 5)

(level 5) Mass Suggestion 1/long rest (level 6)

1/long rest (level 6) Mirage Arcane 1/long rest (level 7)

1/long rest (level 7) Telepathy 1/long rest (level 8)