1 Prestige Class: Akashic Sensitive Alerted to the presence of the enemy, an elf closes her eyes to focus on their location. Her blade sizzles to life an instant before the goblin strikes her, severing the creature's arm in twain. The creature's companions hesitate a moment, which becomes a moment too long. The elf pushes out her hand against a trio of the creatures as their bodies go flying through the air. Deep in meditation, a tiefling focuses on the air around him. He can feel the dust particles floating around him and the slight currents of air seeping under the door. He can hear random conversations rooms away and seems to see visions of things happening in another world. The sounds and sights fade away as the Universe begins to whisper. A scarred half-orc strides confidently in to a tavern. The patrons all look over and sneer at the newcomer. The half-orc returns the sneer tenfold as he produces a small metal bladeless hilt. The half-orc raises his hand, crushing the air before him. A human across the room rises in to the air at the same time, clutching his throat. The metal hilt flares to flaming life as he throws it across the room. It spins in the air as it slices the human across its midsection before returning to his hand. Whatever their motivation, the Akashic Sensitive is guided by the Universe to unlock the power within them. With that power, history is made and empires rise and fall. They are all united in the power to alter their surroundings, pierce the illusion of reality and manipulate objects. Prerequisites In order to advance as an Akashic Sensitive, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class): Dexterity 13. Akashic Sensitives need agile hands to master the use of an Akashic blade.

Akashic Sensitives need agile hands to master the use of an Akashic blade. Wisdom 13. The communication and understanding of the ways of the Akashic universe require a devoted mind.

The communication and understanding of the ways of the Akashic universe require a devoted mind. Proficiency in the Insight skill. The comprehension of the Universe only comes after the comprehension of one's own soul.

The comprehension of the Universe only comes after the comprehension of one's own soul. Character level 2. The Universe is constantly searching for worthy wielders of its power. After seeking wisdom by venturing forth in to the unknown, the character has opened their mind to other possibilities.

The Universe is constantly searching for worthy wielders of its power. After seeking wisdom by venturing forth in to the unknown, the character has opened their mind to other possibilities. Complete a special task. The DM can consider this the quest to find the first Akashic focus to use in their blade, or it can be some sort of enlightening vision. The quest to find the focus can be part of the first level in becoming an Akashic Sensitive. Hit Points Hit Dice: 1d8 per Akashic Sensitive user level

1d8 per Akashic Sensitive user level Hit Points per Level: 1d8 (or 5) + your Constitution modifier per Akashic Sensitive user level Proficiencies Tools: Jeweler's tools, Tinker's tools

Jeweler's tools, Tinker's tools Saving Throws: Wisdom

Wisdom Skills: Gemcutting (see individual Disciplines as well)

Gemcutting (see individual Disciplines as well) Weapons: Exotic weapons Equipment The Akashic Sensitive learns the ritual to assemble their Akashic blade after they have completed the prerequisite quest to locate the focus by 2nd level. Ki Starting at 1st level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your Akashic Sensitive level determines the number of points you have, as shown in the Ki Points column of the Akashic Sensitive table. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. If another class gives you ki, you can use that ki towards casting spells that you know. Spellcasting At 1st level, the character learns the "Core" Discipline. As they progress in their knowledge of the Akashic, they will be able to choose new Disciplines: Combat, Dark-Akashic Alteration, Environment, Healing, Illusion, Light-Akashic Alteration, Pyrokinesis or Sense. Each Discipline is detailed at the end of the class description. Your choice grants you other features when you choose it. Cantrips At 1st level, you know two cantrips of your choice from the Core Discipline spell list. You learn additional Akashic Sensitive cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Akashic Sensitive table.

Akashic Sensitive Level Blade Damage Ki Points Cantrips Known Disciplines Known Features 1st ___ 1 2 1 Ki, Spellcasting 2nd 1d6 2 2 1 Akashic Blade, Deflect Missiles 3rd 1d6 3 2 1 Extra Attack, Akashic Blade Combat Style 4th 1d6 4 2 1 Ability Score Improvement, Slow Fall 5th 1d8 5 3 2 Additional Discipline 6th 1d8 6 3 2 Evasion 7th 1d8 7 3 2 Stillness of Mind 8th 1d8 8 3 2 Ability Score Improvement 9th 1d8 9 3 2 --- 10th 1d10 10 3 3 Additional Discipline 11th 1d10 11 3 3 Akashic Blade Combat Style 12th 1d10 12 3 3 Ability Score Improvement 13th 1d10 13 3 3 Timeless Body 14th 1d10 14 4 3 --- 15th 1d12 15 4 3 One with the Akashic 16th 1d12 16 4 3 Ability Score Improvement 17th 1d12 17 4 3 Perfect Self 18th 1d12 18 4 3 --- 19th 1d12 19 4 3 --- 20th 1d12 20 4 3 Ability Score Improvement Spells Known The Akashic uses ki to cast spells, and the character gets one ki point per Akashic Sensitive level. To cast any Akashic spell known, you must expend a ki point equivalent to the spell's level, unless it is directly an offensive spell to a target, which requires +1 ki point. You regain all ki points as normal when you finish a short or long rest. These spells do not require components. You know spells from your Akashic Sensitive Discipline spell lists. Choose a number of spells equal to your Akashic Sensitive level (minimum of one spell). The spells must be of a level that you are able to cast. Your level determines the maximum level of spells you are able to cast. One spell level per Akashic Sensitive level. The maximum level of spells that can be known is 5th level. Additionally, when you gain a level in this class, you can choose one of the Akashic Sensitive spells you know and replace it with another spell from the Akashic Sensitive Discipline spell list, which also must be of a level for which you can know. For example, if you are a 4th-level Akashic Sensitive, your list of known spells can include four spells of 1st through 4th level, in any combination. If you know the 1st-level spell cure wounds, you can cast it using up to four ki. Casting the spell doesn’t remove it from your list of known spells. Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag. The Akashic Sensitive does this by communing with the Akashic for the time required. Spellcasting Ability Wisdom is your spellcasting ability for your spells. The power of your spells comes from your connection to the Akashic. You use your Wisdom whenever an Akashic spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an Akashic Sensitive spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier 2

Akashic Overload Akashic Sensitives are able to cast any spell in their Discipline spell list they don't know at twice the ki cost. This is how Akashic Sensitives are able to cast spells above 5th level. The Sensitive must also succeed on a concentration check adding their wisdom modifier. Cantrips cost 1 ki. If they fail the concentration check, they take a level of exhaustion and the ki is still used. The Sensitive is able to use up to their level in ki to accomplish this feat, but only once per long rest. For example, a 12th level Akashic uses overload to cast the 5th level spell Telekinesis that they don't already know. It requires a concentration check against DC 15. He had to use an extra 5 ki on top of the 5 needed to cast it since he didn't know it. Though he regains his ki after a short rest, he can only ever use 7 more ki if he decides to use overload again. If he were to cast Telekinesis again after a short rest, he would use 10 more ki and be left with only 2 ki to use toward overload again, until he completed a long rest. Akashic Blade "Shic-stick" At 2nd level, the Akashic instills upon the Sensitive an ancient ritual that transforms a one-handed melee weapon into a weapon of pure light, called an Akashic Blade. The quest completed ends with the possession of a focus; usually an empowered stone, gem or crystal. The color of the focus signifies the color of the blade. With the focus in hand, the Akashic Sensitive must spend a long rest manipulating the very essence of a weapon into its microscopic parts. Reassembling the weapon with the focus inside it, the hilt ignites in a fiery blast, consuming the blade. If the blade was made from a weapon with magic properties, those properties are lost. The magic of the focus is what gives the blade its power. The blade is an exotic melee weapon with the Finesse and Light properties and can shed dim light in a 15-foot radius, unless the focus used inside the blade is darker in color and the player decides to have a dark-blade. The weapon becomes solely a hilt that, while held in the Akashic Sensitive's hand, can emit a blade of pure energy without requiring an action. The blade’s damage becomes fire and lightning-based, and its damage die is a d6. This damage changes as you gain levels, as shown in the Blade Damage column of the Akashic Sensitive table. The blade also emits a buzzing sound when activated that can be heard by creatures and imposes disadvantage on stealth checks if activated. You can weild up to two blades created this way. The strain of maintaining and funneling the Akashic through the focus limits the ability to wield more than two at a time. The creator can also change the basic construction of the blade to a different form of weapon, like a staff or a shorter version of the blade, but it will always do the same damage. This does not prohibit the creation of other blades, but users who are not Akashic-sensitive can not control the energy, causing the weapon to malfunction with disastrous side-effects. Whenever a non-Akashic Sensitive uses a blade in an attack and rolls a natural 1, the weapon explodes, causing 3d6 points of fire damage to the wielder. An Akashic Sensitive can also destroy a blade and retrieve the foci from inside it on a short rest. Akashic Blade Focus Foci vary in both the power they provide and the ultimate color of the blade. Not all foci found in the world can be used to power and create an Akashic blade. Many are the standard run-of-the-mill gems or stones. The Akashic will guide the sensitive to a focus that has been filled with the power of the Universe, and with the proper knowledge, be taught to unlock that power. As the sensitive grows in experience, they are also able to instill the Akashic power in to foci themselves and create suitable power cells for their blades. Each blade can have a maximum of three foci inside it, with two being the norm until level 15, if the character chooses to add a third. No two foci can be the same and benefits do not stack. Some foci require the user attuning to their Akashic blade. Creating these power foci is like creating a magic item, so use those rules and the monetary amount of the focus itself to determine how long it might take a sensitive to make it a magic item. See the focus charts at the end of this class description for more details. The charts show the name of the focus, the color denotes what color the blade will become and the powers are what each focus is capable of. With practice, a sensitive can not only empower certain foci, but also change their color. When more than one foci is inside the blade, the player can choose which color is dominant, or if there is a mixture. Dark Foci Perversion The foci that Akashic Sensitives tend to find are usually "unprogrammed" or the standard type of unlockable magical item. For sensitives that want power sooner than later and are too impatient, there is a way to speed up the process at the risk of perverting the focus. The color progression and capabilities of foci follow the visible light spectrum. The foci to the left near the red side can be perverted to afford more offensive and damaging abilities. The foci to the right near the violet side can be perverted to afford more defensive and healing abilites. Unfortunately, when a focus becomes perverted, it becomes more like a symbiote than an aid. By spending half as much time working on unlocking an Akashic focus, the sensitive can create an unstable foci. If a sensitive locates any crystal and would rather use the color of it to determine its power as opposed to what it is capable of, refer to the rarity and color chart at the very end of the focus charts later on in this class description. If the Sensitive does so, they are limited to that one focus in any blade they wield, due to the amount of control needed to keep the focus in check. For instance, if the Sensitive found a Black Obsidian (minor) and wanted to pervert it based on the color black, he could add 1d6 necrotic damage to his attacks and take half as much healing instead of attuning it to its normal power. If he instead found a Black Phantom Quartz (Legendary), he could pervert it to cause an additional 6d6 necrotic damage per hit. Deflect Missiles Starting at 2nd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Akashic Sensitive level (+ Monk level if previous class was Monk). 3

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies. You can also deflect the missile with the Akashic Blade as opposed to an open hand. Extra Attack Beginning at 3rd level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Akashic Blade Combat Style At 3rd and 11th level, you can adopt a particular style of fighting with your Akashic blade. Choose from Styles II, III and IV at 3rd level, and between Styles V and VI at 11th level. Style II: Ishakam When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon. Style III: Useros While wearing no armor, you gain a +1 bonus to AC. Style IV: Urata When you disengage from an enemy, you may move through any creature's space until the end of your turn. Style V: Neish/Medj When you are wielding a melee weapon, you gain a +1 bonus to damage rolls with that weapon. Style VI: Namin When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 20th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Akashic Sensitive level. Additional Discipline When you reach 5th level, and again at 10th level, you can choose an additional Discipline to learn from the Akashic Sensitive Discipline list. This choice confers a bonus to a specific skill and a special power. If the skill is already known, then the character gets expertise in that skill area. Evasion At 6th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened. Timeless Body At 13th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water. One with the Akashic At 15th level, the Akashic Sensitive has become so attuned with the Akashic that he is able to manipulate its very essence. Choose one of the following bonus abilities: Choose one of your 1st level Akashic spells. You can use this Akashic power without expending any ki.

Style VII: Oyuj/Dapaav Akashic blade form. Before you make a melee attack with a weapon that you are proficient with, you may choose to have advantage on the attack. If you do, the next enemy that attacks you has advantage against you as well.

Once per long rest, you can cause max damage with any one spell attack.

Unlock a third focus for your Akashic Blade.

Learn a fourth Discipline. Perfect Self At 17th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points. 4

Core Discipline "For there is indeed a harmony in the universe, a concordant singing of common weal. To join that song, one must find inner harmony, must find the notes that ring true. There is one point to be made about that truth: Evil creatures cannot sing." Drizzt Do'Urden (RA Salvatore) The Core Discipline deals with abilities all Akashic Sensitives learn through their connection. It is this initial contact that allows them to expand to the other Disciplines. Many Akashic Sensitives keep their connection to the Universe by maintaining their Core Discipline, even when they are able to choose spells from other Disciplines. Core Discipline Spells Cantrips (o Level) Friends

Guidance

Mage Hand*

Thaumaturgy

POTA: Gust 1st Level Detect Evil/Good

Detect Magic

Detect Poison

Feather Fall

Akashic Immunity*

Jump

Longstrider

POTA: Catapault 2nd Level Bigby's Forceful Hand*

Bigby's Interposing Hand*

Calm Emotions

Detect Thoughts

Find Traps

Fist of Unbroken Air*

Heat Metal

Levitate

Locate Animals/Plants

Locate Object

Pass without Trace

See Invisibility

Zone of Truth 3rd Level Haste

Sending 4th Level Freedom of Movement

Locate Creature 5th Level Bigby's Hand

Telekinesis 6th Level Trueseeing 7th Level Reverse Gravity 8th Level Antipathy/Sympathy

Telepathy 9th Level None 5

Combat Discipline “I strike hard, and if I am lucky, I see nothing—nothing but the blur of the moment. As my instincts engulf my rational mind, I am at peace.” Drizzt Do'Urden (RA Salvatore) Though the practical use of the Akashic is always available to an Akashic Sensitive, the Akashic Blade has evolved to become an extension of their will, and thus, an extension of their power. An Akashic Sensitive who focuses on their skills with an Akashic Blade and combat are a force to be reckoned with. With the proper application of power to themselves and their allies, an Akashic Sensitive can offensively and defensively stand up to any enemy. Bonus Proficiency When you choose this Discipline, you gain proficiency with the Acrobatics skill. Advanced Deflect Missiles You can use your reaction more than once per turn to only deflect missiles. This has no limitation. Combat Discipline Spells Cantrips (o Level) Blade Ward

Resistance

True Strike

Vicious Mockery

SCAG: Booming Blade

SCAG: Sword Burst 1st Level Bane

Bless

Compelled Duel

Akashic Immunity*

Hunter's Mark

Sanctuary

Shick-stick Flick*

Shield

Shield of Faith

Thunderwave

POTA: Catapault 2nd Level Aid

Bigby's Clenched Fist*

Branding Smite

Enhance Ability

Fist of Unbroken Air*

Heat Metal

Magic Weapon

Warding Bond 3rd Level Blinding Smite

Crusader's Mantle 4th Level None 5th Level Banishing Smite

Circle of Power 6th Level Blade Barrier 7th Level None 8th Level None 9th Level None 6

Dark-Akashic Alteration Discipline “In any honest analysis, change is the basis of fear, the idea of something new, of some paradigm that is unfamiliar, that is beyond our experiences so completely that we cannot even truly predict where it will lead us.” Drizzt Do'Urden (RA Salvatore) An Akashic Sensitive who follows the dark side of the Akashic can typically expect to use their powers to attack and injure, as opposed to going on the defensive. An outright physical manifestation of the Akashic, dark-Akashic followers tend to unleash their fury and anger to impart their pain on to their enemies. A very powerful Discipline to follow, it none-the-less leads to further pain and suffering. Bonus Proficiency When you choose this Discipline, you gain proficiency with the Intimidation skill. More Power Followers of the Dark-Akashic Alteration Discipline are not required to pay the additional 1 ki to cast offensive spells. Dark-Akashic Alteration Discipline Spells Cantrips (o Level) Shocking Grasp

Thunderclap

SCAG: Lightning Lure 1st Level Charm Person

Chromatic Orb: Lightning

Dissonant Whispers

Ray of Sickness

Shick-Stick Flick*

Witchbolt 2nd Level Bigby's Clenched Fist*

Bigby's Grasping Hand*

Crown of Madness

Fist of Unbroken Air* Hold Person

Ray of Enfeeblement

Shatter 3rd Level Animate Dead

Call Lightning

Fear

Lightning Bolt

Slow

Vampiric Touch 4th Level Blight

Confusion

Dominate Beast

POTA: Storm Sphere 5th Level Contagion

Destructive Wave

Dominate Person

Raise Dead

POTA: Immolation 6th Level Chain Lightning

Circle of Death

Create Undead

Disintegrate

Eyebite

Harm

Magic Jar 7th Level Finger of Death

Simulacrum 8th Level Dominate Monster

Feeblemind

POTA: Abi's Horrid Wilting 9th Level Gate

Storm of Vengeance

Weird 7

Elemental Discipline “The physical powers of the body cannot be separated from the rationale of the mind and the emotions of the heart. They are one and the same, a compilation of a singular being. It is in the harmony of these three-body, mind, and heart- that we find spirit. ... Spirit. In every language in all the Realms, surface and Underdark, in every time and every place, the word has a ring of strength and determination. It is the hero's strength, the mother's resilience, and the poor man's armor. It cannot be broken, and it cannot be taken away.” Drizzt Do'Urden (RA Salvatore) The Akashic permeates everything in the Universe. As an Akashic Sensitive becomes accustomed to listening to its ways, they are able to manipulate the energy in nature; the weather, the earth and the water. The only element that requires a devoted mind is fire (see the Pyrokinesis Discipline). An Akashic Sensitive who chooses the Elemental Discipline learns these secrets and can wreak havoc with their power, or communicate with and become one with nature. Bonus Proficiency When you choose this Discipline, you gain proficiency with the Nature skill. Elemental Adept Choose one of the following damage types: acid, cold, fire, lightning, or thunder. You have resistance to the chosen type. Elemental Discipline Spells Cantrips (o Level) Druidcraft

Shillelagh

POTA: Mold Earth

POTA: Shape Water 1st Level Ensnaring Strike

Entangle

POTA: Earth Tremor 2nd Level Spike Growth

POTA: Maximillian's Earthen Grasp 3rd Level Elemental Weapon

Plant Growth

POTA: Erupting Earth

POTA: Tidal Wave

POTA: Wall of Sand

POTA: Wall of Water 4th Level Control Water

Grasping Vine

POTA: Watery Sphere 5th Level Commune with Nature

Passwall

POTA: Control Winds

POTA: Maelstrom 6th Level Move Earth

Wall of Thorns

POTA: Bones of the Earth 7th Level None 8th Level Control Weather

Earthquake

Tsunami 9th Level Storm of Vengeance 8

Healing Discipline “Farewell is said by the living, in life, every day. It is said with love and friendship, with the affirmation that the memories are lasting if the flesh is not.” Drizzt Do'Urden (RA Salvatore) Another of the rarely used Disciplines, the healing side of the Akashic can open doors to immortality if used correctly. Though all Akashic Sensitives have a generic connection to the healing properties of the Akashic, the Healing Discipline allows the user to heal others, regenerate lost limbs and even keep death at bay. Bonus Proficiency When you choose this Discipline, you gain proficiency with the Medicine skill. Lay on Hands Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Akashic Sensitive level x 3. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Healing Discipline Spells Cantrips (o Level) Resistance

Spare the Dying 1st Level Bless

Cure Wounds

False Life

Akashic Immunity*

Healing Word

Heroism

Protection from Evil/Good

Sanctuary 2nd Level Aid

Lesser Restoration

Prayer of Healing

Protection from Poison 3rd Level Beacon of Hope

Feign Death

Mass Healing Word

Protection from Energy

Revivify 4th Level Aura of Life

Aura of Purity

Aura of Vitality

Death Ward 5th Level Greater Restoration

Mass Cure Wounds 6th Level Heal 7th Level Regenerate 8th Level None 9th Level Mass Heal

Power Word: Heal 9

Illusion Discipline “Reality is a curious thing. Truth is not as solid and universal as any of us would like it to be; selfishness guides perception, and perception invites justification. The physical image in the mirror, if not pleasing, can be altered by the mere brush of fingers through hair. And so it is true that we can manipulate our own reality. We can persuade, even deceive. We can make others view us in dishonest ways. We can hide selfishness with charity, make a craving for acceptance into magnanimity, and amplify our smile to coerce a hesitant lover. The world is illusion, and often delusion, as victors write the histories and the children who die quietly under the stamp of a triumphant army never really existed. The robber baron becomes philanthropist in the final analysis, by bequeathing only that for which he had no more use. The king who sends young men and women to die becomes beneficent with the kiss of a baby. Every problem becomes a problem of perception to those who understand that reality, in reality, is what you make reality to be. This is the way of the world, but it is not the only way.” Drizzt Do'Urden (RA Salvatore) The mind is a fragile thing in the hands of a learned Akashic Sensitive. Characters who specialize in the intricate specialty of affecting the thought processes of other creatures excel in creating illusions dangerous enough to kill, or beautiful enough to entrance. These Akashic Sensitives play on the fears of their enemies, or cause the very image of their person to disappear from their eyes. Bonus Proficiency When you choose this Discipline, you gain proficiency with the Sleight of Hand skill. Illusory Self You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a long rest. Illusion Discipline Spells Cantrips (o Level) Friends

Minor Illusion 1st Level Charm Person

Color Spray

Command

Disguise Self

Silent Image 2nd Level Blur

Crown of Madness

Enthrall

Invisibility

Mirror Image

Nystul's Magic Aura

Phantasmal Force

Suggestion 3rd Level Fear

Hypnotic Pattern

Major Image

Nondetection 4th Level Compulsion

Confusion

Greater Invisibility

Hallucinatory Terrain

Phantasmal Killer 5th Level Dream

Mislead

Modify Memory

Seeming 6th Level Mass Suggestion

Programmed Illusion 7th Level Mirage Arcane

Project Image 8th Level Feeblemind

Glibness

Mind Blank 9th Level None 10 <img src='https://scontent-ord1-1.xx.fbcdn.net/v/t1.0-9/13606628_10209755019574785_1547680011161713221_n.jpg?oh=22d2617ccd94ac2f73abbce9a93d3ad6&oe=57F089D5'style='position:absolute;bottom:-80px;right:-50px;' />

Light-Akashic Alteration Discipline “There is a place within each of us where we cannot hide from the truth, where virtue sits as judge. To admit the truth of our actions is to go before that court, where process is irrelevant. Good and evil are intents, and intent is without excuse.” Drizzt Do'Urden (RA Salavatore) An Akashic Sensitive who follows the light side of the Akashic can typically expect to use their powers to defend and sustain, as opposed to going on the offensive. Though there are several alteration powers that affect reality and can cause harm to their opponent, the majority of the abilities in this Discipline divert or dispel harm. A good Akashic Sensitive must use caution when using some of these powers to attack, as the sympathetic connection to pain may compel them to continue down the dark path. Bonus Proficiency When you choose this Discipline, you gain proficiency with the Arcana skill. Akashic Ward You can weave the Akashic around yourself for protection. When you cast an Akashic spell of 1st level or higher, you can simultaneously use a strand of the Akashic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to your Akashic Sensitive level + your Wisdom modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage. While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an Akashic spell of 1st level or higher, the ward regains a number of hit points equal to the level of the spell. Once you create the ward, you can’t create it again until you finish a long rest. Light-Akashic Alteration Discipline Spells Cantrips (o Level) Friends

Shocking Grasp

Thunderclap 1st Level Charm Person

Chromatic Orb: Thunder

Command

Sleep

POTA: Absorb Elements

Shick-Stick Flick* 2nd Level Bigby's Clenched Fist*

Bigby's Interposing Hand*

Blind/Deafness

Enlarge/Reduce

Enthrall

Fist of Unbroken Air*

Gust of Wind

Hold Person

Shatter

Suggestion

POTA: Warding Wind 3rd Level Slow

Wind Wall 4th Level Compulsion

Dominate Beast

Otiluke's Resilient Sphere

POTA: Elemental Bane 5th Level Destructive Wave

Hold Monster

Modify Memory

Wall of Force 6th Level Magic Jar

Mass Suggestion

POTA: Investiture of Wind 7th Level POTA: Whirlwind 8th Level Antimagic Field

Dominate Monster

Glibness

Mind Blank

Power Word: Stun 9th Level Imprisonment 11

Pyrokinesis Discipline “We need to be reminded sometimes that a sunrise last but a few minutes. But its beauty can burn in our hearts eternally.” Drizzt Do'Urden (RA Salvatore) The last of the rarely used Akashic powers is that of control over fire. Because it taps in to a destructive element, the damage it can cause can be both physical and mental to the Akashic Sensitive and without caution, can lead to the Darkness. Many Akashic Sensitives have a passionate relationship that creates the first initial spark. Because love can fuel a wide range of emotions and because of the destructive capabilities of the power, the premise of control over fire is not normally explored. Those that are able to grasp its power usually conceal the fact to avoid persecution by their peers. Bonus Proficiency When you choose this Discipline, you gain proficiency with the Deception skill. Fangs of the Fire Snake When you use the Attack action on your turn, you can use 1 ki point to cause tendrils of flame to stretch out from your fists and feet. Your reach with unarmed strikes increases by 10 feet for that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire damage. Pyrokinesis Discipline Spells Cantrips (o Level) Firebolt

Produce Flame

POTA: Control Flames

POTA: Create Bonfire

SCAG: Green Flame Blade 1st Level Burning Hands

Chromatic Orb: Fire

Faerie Fire

Hellish Rebuke

Searing Smite 2nd Level Continual Flame

Flame Blade

Flaming Sphere

Heat Metal

Scorching Ray

POTA: Aganazzar's Scorcher

POTA: Pyrotechnics 3rd Level Fireball

POTA: Melf's Minute Meteors 4th Level Conjure Minor Fire Elemental

Fire Shield

Wall of Fire 5th Level Conjure Fire Elemental

Flame Strike

POTA: Immolation 6th Level POTA: Investiture of Flame 7th Level Delayed Blast Fireball

Fire Storm 8th Level Incendiary Cloud 9th Level Meteor Swarm 12

Sense Discipline “I came to learn that sometimes the most difficult battles are the ones we are forced not to fight.” Drizzt Do'Urden (RA Salvatore) The ability to sense the Akashic around you as it flows through every living thing is as breathing air for an Akashic Sensitive. Without guidance, an Akashic Sensitive solely relies on the abilities learned in the Core Discipline. With further practice though, the entirety of the Universe opens to the mind through the Akashic. An Akashic Sensitive skilled in this Discipline can see the ebb and flow of the energy around them, manipulating it as they see fit. In time, an Akashic Sensitive can even see distant places, and even in to the future. Bonus Proficiency When you choose this Discipline, you gain expertise with the Insight skill. Uncanny Dodge When an attacker that you can see hits you with a melee attack, you can use your reaction to halve the attack’s damage against you. Sense Discipline Spells Cantrips (o Level) Guidance

Message 1st Level Alarm

Animal Friendship

Comprehend Languages

Detect Poison

Detect Evil/Good

Detect Magic

Akashic Immunity*

Identify

Protection from Evil/Good

Speak with Animals

POTA: Beast Bond 2nd Level Darkvision

Detect Thoughts

Find Traps

Knock

Locate Animals/ Plants

Locate Object

Protection from Poison 3rd Level Clairvoyance

Feign Death

Fly

Protection from Energy

Tongues 4th Level Arcane Eye

Death Ward

Divination

Locate Creature 5th Level Legend Lore

Rary's Telepathic Bond

Scrying 6th Level Find the Path

Globe of Invulnerability

POTA: Primordial Ward 7th Level Etherealness

Sequester 8th Level Antipathy/Sympathy

Telepathy 9th Level Astral Projection

Foresight 13

New Akashic Sensitive Spells Akashic Immunity 1st-level enchantment Casting Time: 1 reaction to a spell attack

1 reaction to a spell attack Range: Self

Self Components: None

None Duration: Instantaneous You can create a barrier between you and another Akashic Sensitive casting Akashic spells at you. For every ki used in this way, you can re-direct 1d10 points of damage, plus your Wisdom modifier plus your Akashic Sensitive level. If you reduce the damage to 0, you can spend an additional 1 ki point to redirect the attack back at the attacker. You make this attack with proficiency, regardless of whether you know the spell or not. Bigby's Clenched Fist 2nd-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: S

S Duration: Concentration, up to 1 minute You create a Large invisible hand of force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause the hand to strike one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 2d8 force damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage done to the target increases by 1d8 for each slot level above 2nd. Bigby's Forceful Hand 2nd-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: S

S Duration: Concentration, up to 1 minute You create a Large invisible hand of force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand has a Strength of 20 (+5) and doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause the hand to push or pull a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes or pulls the target up to 5 feet plus a number of feet equal to three times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the strength of the hand increases by 2 for each slot level above 2nd. Bigby's Grasping Hand 2nd-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: S

S Duration: Concentration, up to 1 minute You create a Large invisible hand of force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand has a Strength of 20 (+5) and doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause the hand to grapple a Large or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage done to the target increases by 1d6 and the strength of the hand increases by 2 for each slot level above 2nd. Bigby's Interposing Hand 2nd-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: S

S Duration: Concentration, up to 1 minute You create a Large invisible hand of force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand. The hand has a Strength of 20 (+5) and doesn’t fill its space. When you cast the spell and as a bonus action on your subsequent turns, the hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score, but that space is difficult terrain for the target. If its Strength score is higher than the hand’s Strength score, the target can move through normally. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the strength of the hand increases by 2 for each slot level above 2nd.

Fist of Unbroken Air 2nd-level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S

S Duration: Immediate You can create a blast of compressed air that strikes like a mighty fist. As an action, you can choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone. 14 Mage Hand (Modified) Conjuration cantrip Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: None

None Duration: 1 minute An invisible, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. You can have your proficiency modifier in hands present at any time. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds per level, per hand. For example, a 3rd level user who casts this cantrip can create 3 mage hands that can manipulate up to 10 pounds each, or 30 pounds all together. Shic-Stick Flick 1st-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, M

S, M Duration: Instantaneous You flick your Akashic Blade, sending it spinning through the air in a line 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes your blade damage on a failed save, or half as much damage on a successful one. The blade then returns back to your hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance increases by 5 feet for each slot level above 1st. 15

Minor Foci (50 gp) Name Color Power Agate, Blue Lace Blue +1 on Performance checks Agate, Dendritic Colorless, white or gray +1 on Concentration checks Agate, Fire Deep brown with flashes of orange, red, green or gold Fire Bolt at will Agate, Holly Blue Blue-violet +1 ki per day Agate, Moss Moss-colored green Gust at will Agate, Purple Sage Pale lavender to purple-black Guidance at will Agate, Waterdeep Blue Pale sky blue to deep blue-violet Message at will Albite Colorless, white, brown, red or blue +1 on History checks Apatite Blue, green or gold +1d4 on healing spells Aventurine Green, blue or red +1 on Investigation checks Azurite Deep blue +1 on Insight checks Blue Quartz Pale blue +1 against fear and charm effects Calcite Blue, colorless, green, orange, pink or red +1 on Performance checks Calcite, Honey Golden-brown +1 on Arcana checks Calcite, Merkabite White True Strike at will Calcite, Stellar Beam Amber or yellow +1 on Religion checks Diaspore Pink, purple, brown, green, yellow, white, colorless or gray +1 on Intelligence checks Eye Agate Gray, white, brown, blue or green Mage Hand at will Goethite Black, yellow or red-brown +1 spell Hematite Gray-black ADV to see through illusions Hemimorphite Turquoise-blue Friends at will Heulandite Colorless, pink, red, white, green or yellow +1 Akashic buff/de-buff per short rest Lapis Lazuli Light and dark blue with yellow flecks +1 on Perception checks Lilac Lepidolite Rich lavender +1 on Medicine checks Malachite Light or dark green Hidden from Divination magic Marcasite Brassy yellow to silver-yellow +1 on Death Saves Obsidian, Black Black Resist psychic damage Obsidian, Gold Sheen Golden black +1 on Deception checks Obsidian, Mahogany Jet black or red-brown Control Flames at will Obsidian, Peacock Undulating red, gold, green, violet, orange and/or blue Mold Earth at will Obsidian, Rainbow Iridescent -2 to attack, +5 to damage Obsidian, Snowflake Black with light patches +1 on Charisma checks Pyrite Yellow +1 on Strength checks Rhodochrosite Light pink ADV on Healing with HD Rhodonite Rose-red ADV on profession checks Sodalite Blue or gray +1 on Wisdom checks Tiger Eye Brown with golden center +1 on Dexterity checks Topaz Sky blue, golden or white +1 on Persuasion checks Turquoise Light blue-green +1 HP per level 16

Common Foci (100 gp) Name Color Power Angelite Soft blue Shield prof mod/day Carnelian Orange to red-brown Charm Person per short rest Chalcedony Blue or purple Identify at will Chrysoprase Green ADV on Nature checks Citrine Pale yellow to deep amber Silent Image at will Clinochlore Green Cure Wounds prof mod/day Cuprite Brown or black red to pure crimson Detect Poison and Disease at will Danburite Colorless or white Shield of Faith per short rest Dioptase Emerald to deep blue-green Compelled Duel per short rest Dolomite White, gray, green, brown or pink +2 to Concentration checks Elestial Quartz Smoky or colorless ADV on History checks Epidote Black, dark or yellow green Detect Evil/Good at will Fluorite Colorless, green, purple, white, yellow, red, pink or black Akashic Immunity at will Galena Lead-colored +1 to all skill checks Goshenite Colorless Wrathful Smite per short rest Halite Colorless, white, purple, blue, yellow, red, black or pink +1 Ki Heliodor Golden yellow +1 to Wisdom Iolite Violet +1d6 to healing spells Jasper, Red Red +1 to Constitution Jasper, Rainforest Green ADV on Survival checks Jasper, Mook Purple and yellow Feather Fall at will Jasper, Fancy Multi-colored ADV on Medicine checks Jasper, Picture Gray and brown ADV on Arcana checks Jasper, Unakite Pink and green Healing Word per short rest Lazulite Rich azure to pale blue +1 to Intelligence Moonstone White with pale blue glow, gray or peach ADV on Insight checks Moonstone, Rainbow Prismatic +1 to AC Onyx Bands of pure black and white +1 to Strength Petalite White, colorless, gray, pink or yellow Chromatic Orb per short rest Quartz White, smoky gray or yellow Store a 1st lvl spell to be cast per short rest Sardonyx Bands of red and white Gain proficiency in one skill Selenite Colorless, gray, white, green or golden brown Thunderwave per short rest Serpentine Pale yellow-green to deep forest green Crown of Madness per short rest Shattuckite Light to deep blue +2 on CHA skill checks Smithsonite Blue, pink, purple, green, yellow, white, gray or brown Immune to being charmed Smoky Quartz Very pale tan to deep chocolate brown Resistance to Necrotic damage Star rose quartz Rosy stone with white star-shaped center Gain proficiency in one trade Stilbite White, pink, gray, yellow, red, orange or brown ADV on Stealth checks Sunstone Orange to red-brown Searing Smite at will Zircon Pale blue-green Thunderous Smite at will Zoisite Shades of green, gray, white, green, brown, colorless, blue, purple, yellow or pink Heroism per short rest 17

Uncommon Foci (500 gp) Name Color Power Adamite Bright yellow-green CHA becomes 19 Amethyst Deep purple +1 to AC and saves Ametrine Yellow and gold ADV on Initiative and Perception rolls Andalusite Brown and black Removes one level of Exhaustion per day Angel Wing Blue Anhydrite Soft blue +1d8 to healing spells Aragonite Soft blue Immune to Mind Reading Aragonite Star Clusters Red ADV on Concentration checks Astrophyllite Coppery bronze to golden yellow Astral Projection on self 1/day Axinite Brown CON becomes 19 Barite Colorless, white, light blue, green, yellow or red-brown +1 to attack/damage, returns if thrown Bloodstone Dark green with red spots Removes one condition 1/day Brookite Darg grey or black Comprehend Languages at will Cathedral Quartz Colorless or white Detect Magic per short rest Cerussite Colorless, gray or brown with an adamantine luster Resist poison and disease Chrysoberyl Green or golden Can't be surprised Chrysocolla Green, blue, or blue-green Make no sound, ADV on surprise Datolite Colorless, white, pale yellow or pale green INT becomes 19 Garnet, Almandine Orange-red to purple-red STR becomes 19 Garnet, Grossular Light green +10% coins Garnet, Rhodolite Rose red to pale violet Charm Person at will Garnet, Spessartine Yellow-Orange Disguise Self at will Garnet, Uvarovite Deep green +10% Experience Healer's Gold Black and gold Double HD when healing Infinite Green or gray-green Blindsight 30' Jade Black, blue, green, lavender, purple or red +1 STR, no exhaustion from death Jet Deep black +1 to AC and saves Kyanite Blue, indigo, green or black Detect Thoughts at will Labradorite Flashes of green, blue, gold, orange, red or violet +2 Ki Lepidolite Pink, purple or lavender Suggestion per short rest Magnetite Gray metallic Levitate at will Morganite Pink, peach or purple Lesser Restoration per short rest Muscovite White, gray or colorless Enhance Ability per short rest Natrolite Colorless, white, yellow or gray Calm Emotions at will Pearl Lustrous white, yellow or pink +1 to attack Prehnite Yellow-green See Invisibility at will Pyromorphite Pea-green Eat, drink and sleep half as much Scapolite White, gray, light green, blue, yellow or red +1 to all ability checks Spinel Red, red-brown or deep green Max HD when healing Staurolite Red-brown, dark brown or brown-black Locate Animals or Plants at will Strontianite White, yellow, green, gray, brown, red or colorless +10 to speed Tourmaline Black, brown, green, pink or red Heat Metal at will Tourmaline, Watermelon Pink center with green around outside Prayer of Healing per short rest 18

Rare Foci (1,000 gp) Name Color Power Aegirine Black, green or brown-black +2 Ki, +1 AC Ajoite Blue or blue-green Immune to fear, +1d8 to healing spells Alexandrite Green or blue-green WIS becomes 19 Amblygonite Pale yellow Immune to Madness Apophyllite Green or colorless Speak with Plants at will and Plant Growth per short rest Aqua Lemuria Blue-green DIS on attacks against you until one hits Aquamarine Pale blue-green Resist fire, Tongues at will Black pearl Pure black Deals 1d6 necrotic damage on hit Blizzard Stone Black with flecks of white +2 to attack/damage, returns if thrown Blue spinel Deep blue Stores up to 5 levels in spells Bustamite Light to brown-red CHA becomes 19, ADV on Persuasion checks Cavansite Blue to blue-green +3 ki Celestial Quartz White or red INT becomes 19, ADV on History checks Celestite Colorless, blue, or green Legendary save per short rest Charoite Pale lilac to deep purple +1 AC, +1d8 to healing spells Chlorite Phantom Green Aura of Vitality per short rest Crocoite Red or red-orange Constitution +2, ADV against and resist poison Diopside White to light green Slow per short rest Dream Quartz Green to blue-green Astral Projection self 1/day, Major Image per short rest Eudialyte Pink, red or red-brown Mass Healing Word per short rest Fulgurite Tan Lightning Bolt per short rest Garnet, Andradite Glossy black +1 AC, Erupting Earth per short rest Gel Lithium Silica Very dark to pale magenta Beacon of Hope per short rest Golden Labradorite Golden yellow Fireball per short rest Hanksite Colorless, gray or pale yellow INT becomes 19, advantage against illusion Kunzite Pink to violet Protection from Energy per short rest Larimar Blue, blue-green and white Command at will, Cone of Fear per short rest Magnesite White Clairvoyance per short rest Ocean Jasper White, green, pink, red or black Fly at will Peridot Rich olive green ADV on skill check per short rest, +10% coins Pietersite Gold, brown, gray, blue-gray or black ADV on Insight checks, cannot be surprised Proustite Deep scarlet red Invisible in dim light or darkness Purpurite Vivid purple Lesser Restoration per short rest, ADV on Insight Rhodizite Colorless, white or yellow Double range, damage, duration or other benefit of a focus 1/day Rose Quartz Very pale pink to deep reddish pink Knock at will Rutilated Quartz Gold, silver or copper colored Store up to 3 levels in spells, ADV on spells cast against you Rutile Gold-yellow, red-brown, red or black +2 Ki, +2 to attack/damage Scolecite Colorless, white or yellow Do not need to eat or drink Sphene Light brown to golden yellow INT +2, learn new skills and professions twice as fast Stibnite Metallic gray to black Speak with Dead at will, Vampiric Touch per short rest Tangerine Quartz Orange +2d6 damage to one creature type (choose when found) Thulite Pale to deep red-pink CHA +2, ADV to CHA checks Tourmalined Quartz Clear with black running through it Remove any ailment or heal to full HP, self 1/day Tremolite White, gray, pink, green or brown Truesight to 30' (or plus 30') 19

Very Rare Foci (5,000 gp) Name Color Power Adularia Clear, with a blue-white flash Telekinesis at will Benitoite light to dark blue Arcane Eye at will Beryllonite Colorless, white or pale yellow +3 to attack/damage, Darkness per short rest Cacoxenite Gold, yellow or brown Regenerate 1d6 HP per 10 min Calim Gold Tektite Glassy yellow WIS +2, ADV on WIS checks Cassiterite Metallic red brown to brown black +2 to attack/damage, crit against enemy <100 HP, DC 15 or slay Chultite Yellow to yellow-green Phantasmal Killer per short rest Cinnabar Vermillion red Instills training and expertise in Alchemy Covellite Deep blue to black Death Ward per short rest Creedite White, colorless or orange +4 ki Emerald Deep bright green +1d8 to healing spells, Calm Emotions at will, Revivify per short rest Euclase Colorless, blue, pale blue or blue-green STR of 23 Faden Quartz Clear with a smoky line down the center +1d8 to healing spells, store 10 levels of healing spells Fairy Wand Quartz Milky Restore max HD at meditation instead of short rest Herderite Colorless, pale yellow, green, brown or gray INT +2, ADV on INT checks Hiddenite Yellow-green or emerald green CHA +2, ADV on CHA checks Lepidocrocite Reddish brown to deep red +2 AC, immune to disease Nuummite Charcoal gray or black with iridescence ADV with spells and enemy has DIS against your spells Opal, Black Black with iridescence Reaction: cancel <4th lvl spells up to 20 lvls per day Opal, Common White, pink, blue brown or black +1 AC, resist one element Opal, Dale Clear with bluish tinge Hallucinatory Terrain at will Opal, Fire Vivid orange Compulsion per short rest Opal, Reghed Blue Rich blue Akashic Immunity at will, immune to fear, Bigby's Hand at will Opal, White White with iridescence Reckless Attack at will Phenacite Prismatic Scrying at will Sapphire, Blue Blue, pink, white, or yellow +2 to attack/damage, bonus attack with main hand Sapphire, Orange Orange +3 to attack/damage, can throw and return to hand Sapphire, Star Blue sapphire w/ white star-shaped center DEX +2, ADV on Iniative Sichuan Quartz White or black ADV on Iniative, Can't be surprised, see invisible Sphalerite Red, black, brown, yellow, green, gray, white or colorless STR +2, CON +2 Spider Jasper Black with red-orange swirling Resist one element, weapon +1d6 dmg of element Stichtite Pink-purple Max dmg to objects, +2 attack/damage, +2d6 dmg nat 20 Strombolite Gray to deep purple Charm Person at will, target has DIS on charm saves Sugilite Pale lilac to deep purple Dream at will Tiger Iron Gold, red and silver-gray STR 19, CON 19, immune to fear Tugtupite Rich pink Summon Fire Elemental 1/day Ulexite White or colorlesss Rary's Telepathic Bond at will Vanadinite Red, orange-red, brown-red, brown or yellow ADV on concentrationc checks, Immune to charm/fear Variscite Varying shades of green While meditating, heal 2x HD and Commune with Nature Vaasan Red Quartz Deep orange-red CHA +2, ADV on death saves 20

Legendary Foci (50,000 gp) Name Color Power Amegreen Purple, green or white Telepathy at will Angel Aura Quartz Iridescent and silver +5 ki Angel Phantom Quartz White, yellow or red-orange +1 to proficiency mod Aqua Aura Quartz Blue with flashes of iridescence Immune to psychic attack, +3 to attack/damage Azeztulite Colorless or white Truesight 120' Bixbite Raspberry red No max on CON, CON +2 Black Phantom Quartz Prismatic black Greater Invisibility per short rest Black sapphire Lustrous black with glowing highlights +3 to attack/damage, can transfer plusses to AC Celestite, Shaar Gray, whitish or blue-gray When taking 20, take 25 Chrysanthemum Stone Black and white +10% XP and coins Diamond Blue-white, canary, pink, brown or blue No max on INT, INT +2 Gem Silica Blue green to deep turquoise Telepathy and Clairvoyance at will Herkimer Quartz 'Diamond' Smoky or colorless Programmed Illusion and Heal per day Hotenowanite Green, purple, red, white, brown or yellow Investiture of Flame at will Iolite-Sunstone Sparkling orange to red-brown No max on WIS, WIS +2 Jacinth Fiery orange Any Bigby spell at will Lemurian Jade Gray-green or black Bones of the Earth at will Lemurian Seed Crystals Colorless Succeed on any one ability/skill check per short rest Lithium Quartz Prismatic, lavender or pink-gray Double and max HD when meditating Maztican Tears Black-brown +3 to AC and saves Moldavite Deep forest to pale green +1 to EVERY ROLL and AC Mystranite Black and white +2 attack, absorb/recast spell cast at you if save Nebula Stone Black with green spots ADV on Initiative, no surprise, +2 to attack/damage Papagoite Copper-base with rich blue Investiture of Wind at will Pink Lazurine Rich pink to lavender purple No max on CHA, CHA +2 Prasiolite leek-green Find the Path at will Prophecy Stone Brown or black Foresight per day Reghed Blue Quartz Blue Mind Blank at will Ruby Clear red to deep crimson STR of 27, immune to fear and charm Satyaloka Quartz White, inclusions of red-brown and gray Antipathy/Sympathy per day Seraphinite Deep green, laced with silver Regenerate per day Seriphos Green Quartz Lettuce green to deep spinach green Etherealness per day Spirit Quartz Purple +2 AC, ADV with all saves Star ruby Ruby with white star-shaped center ki-infused; each ki used, +1 to attack or damage die Tathite Dark green +3 to attack/damage, nat 20 cut limb/extra 6d8 Thayanite Blue to blue-violet +3 AC, immmune to necrotic Titanium Quartz Iridescent Regenerate 15 HP per hour, CON +2 Shouan Black Quartz Clear with black inclusions Meditation takes 15 min and equals a full short rest Shiva Lingam Gray or tan with red stripes Resurrection per day Vivianite Colorless, blue-green or deep blue Pick 5 spell levels in spells to know as bonus spells White Phantom Quartz Various colors w/ ghost image of quartz Legend Lore at will Willemite Orange-red Astral Projection at will Wulfenite Orange or yellow Primordial Ward per short rest Zincite Red to orange-yellow Project Image per short rest 21

Artifact Foci Name Color Power Blackstone Deep black Sentient evil stone, devours target's soul on death blow, regain half HP from each attack Moonblood White and red Sentient good stone, +3 to all rolls, refer to Wild Magic table when casting spells Waverock Pale blue Sentient chaotic stone, +3 to attack/damage, bonus 6d8 on crit, command at will Whelmstone Gray Sentient neutral stone, +3 to attack/damage, returns when thrown, shockwave at will Dwarf Tear Gray-black +3 to attack/damage, immune to poison/bludgeon, DV to 60', ADV with secret doors Miscellaneous Foci Name Color Power Amber Watery gold to rich gold ADV with air spells Coral Crimson ADV with water spells Flint Black, brown or tan ADV with fire spells Gaia Stone Green-glassy ADV with earth spells Metals, Copper Copper ADV with Necromancy spells Metals, Electrum Dark silver ADV with Conjuration spells Metals, Gold Gold ADV with Transmutation spells Metals, Mithral Mithral ADV with Enchantment spells Metals, Niobium Eridescent ADV with Divination spells Metals, Platinum Platinum ADV with Evocation spells Metals, Silver Silver ADV with Illusion spells Metals, Titanium Titanium ADV with Abjuration spells Meteorite Brown or black ADV with defensive spells Petrified Wood Brown or gray ADV with nature spells Shaman Stone Medium brown ADV with healing spells Tektite Black or brown-black ADV with offensive spells Perverted Foci Color Benefit Consequence Black +1 to attack per rarity All Healing (done or received) is halved Red +1d10 damage per rarity -1 to AC per rarity Orange +1 to spell save DC per rarity -1 to saves per rarity Yellow +1 ki per rarity -1d6 HP per rarity Green Choose one benefit from another color Choose one consequence from another color Blue +1d6 HP per rarity -1 ki per rarity Indigo +1 to saves per rarity -1 to spell save DC per rarity Violet +1 to AC per rarity Attack damage is halved White Healing adds one spell slot per rarity -1 to attack per rarity 22

Player Options The Akashic and Alignment The use of the Akashic can have different effects on different people. Because the Akashic permeates everything, the Akashic Sensitive is emphatically connected to the Universe in a much more personal way. If your game has a heavier focus on the character's alignment, then you can include optional rules about how the player uses the Akashic. For instance, every time the character uses the Akashic to physically injure someone or do an evil act, that physical pain he inflicts mentally pains the character and pulls them closer to the dark side. You can opt to have the character roll a Wisdom saving throw versus the number of cumulative times he uses his powers to injure or for evil purposes. If he fails, he moves a step closer to "evil" (Lawful good to Lawful neutral). To cleanse his slate, you can require the character meditate for one day for every point he wants to remove from the Wisdom save. Attunement to the Universe Whenever a character uses Akashic powers, they inevitably draw more attention to themselves, and not just due to their flashy moves. Manipulating the Akashic sends out ripples that other Akashic Sensitives can feel and track. The more powerful the abilities, the easier it is to track. Some Akashic powers instill the ability to block their presence from other Akashic sensitives. If not used, the Akashic gradually guides like-minded people or things to the Akashic Sensitive. For instance, a good-aligned character using the Sense Discipline without blocking his abilities will attract Mystics and Divination Wizards, or be drawn to them. An evil character using the Dark-Akashic Alteration Discipline will be drawn to evil creatures, and have them drawn to him as well. The Core Discipline is usually the catch-all, and can help the DM steer the adventure. Using Akashic powers from the Core Discipline encompasses all that is the Akashic, so the character can receive Akashic visions and be guided to places just by using them. The DM can use this as a guide to steering the campaign by showing players visions of where they need to go or what they need to do. Some visions may portend the future though, and that is always maleable. Acquisition of Akashic Powers An Akashic Sensitive does not normally just "get" the Akashic powers, like a gift. Many Akashic Sensitives spend years studying or meditating within the Akashic to get a glint of the power they may be able to wield. If you are concerned about your characters becoming too powerful, you can include some of the Akashic powers as specific quests that need to be taken in order to unlock. This can include going on additional certain quests, or requiring a higher Wisdom score to unlock, or even defeating an enemy in battle. Akashic Immunity Spell If you decide that the powers of the Akashic utilize the same methods that Magic may, then you may allow the Akashic Immunity spell to also affect other caster's spells. If this is permitted, than it is quite like Counterspell. Cast as a reaction, the caster can have their spell returned on them if enough of the damage is mitigated. 23