Icons are champions of their own true innerselves, called the “ego.” They channel the collective unconscious, a psychic network that fundamentally links all sentient minds below the level of conscious thought, and draw from it metaphorical masks of disposition and attitude, called personas.
Primary Ability: Charisma
Hit Point Die: d10 per Icon level
Saving Throw Proficiencies: Dexterity, Charisma
Skill Proficiencies (Choose 2): Athletics, History, Insight, Intimidation, Perception, Persuasion, Religion, Stealth
Weapon Proficiencies: Simple Weapons, Martial Weapons
Armor Training: Light Armor, Shields
Starting Equipment:
| Level | Prof Bonus | Features | Personas Held | Psi Points | Psi Limit | Talents Known | Augments Known |
|---|---|---|---|---|---|---|---|
| 1 | +2 | Cognitive Personas (Magic Action Swap) | 2 | — | — | — | — |
| 2 | +2 | Psionics, Psionic Potency (1d4) | 2 | 4 | 2 | 2 | 3 |
| 3 | +2 | Iconic Subclass | 2 | 6 | 2 | 2 | 4 |
| 4 | +2 | Ability Score Improvement | 2 | 6 | 2 | 2 | 5 |
| 5 | +3 | Extra Attack, Cognitive Personas (Bonus Action Swap) | 3 | 16 | 4 | 2 | 5 |
| 6 | +3 | Psionic Potency (1d6) | 3 | 16 | 4 | 3 | 6 |
| 7 | +3 | Iconic Subclass Feature | 3 | 20 | 4 | 3 | 7 |
| 8 | +3 | Ability Score Improvement | 3 | 20 | 4 | 3 | 8 |
| 9 | +4 | Id Barrier | 4 | 32 | 6 | 3 | 9 |
| 10 | +4 | Iconic Subclass Feature, Psionic Potency (1d8) | 4 | 32 | 6 | 4 | 10 |
| 11 | +4 | Expanded Knowledge | 4 | 38 | 6 | 4 | 10 |
| 12 | +4 | Ability Score Improvement | 4 | 38 | 6 | 4 | 11 |
| 13 | +5 | - | 5 | 46 | 8 | 4 | 12 |
| 14 | +5 | Cognitive Personas (No Action Swap), Psionic Potency (1d10) | 5 | 46 | 8 | 4 | 13 |
| 15 | +5 | Iconic Subclass Feature | 5 | 54 | 8 | 4 | 13 |
| 16 | +5 | Ability Score Improvement | 5 | 54 | 8 | 4 | 14 |
| 17 | +6 | — | 6 | 72 | 10 | 4 | 14 |
| 18 | +6 | Psionic Potency (1d12) | 6 | 72 | 10 | 4 | 15 |
| 19 | +6 | Epic Boon | 6 | 82 | 10 | 4 | 15 |
| 20 | +6 | The World | 6 | 82 | 10 | 4 | 16 |
You channel the collective unconscious to don masks of power called Cognitive Personas.
You mentally prepare a number of Personas equal to the Personas Held column. You choose these from the Cognitive Personas list. You can change your held Personas when you finish a Long Rest.
You have one Active Persona at a time. You gain the Benefit of your Active Persona constantly.
You can swap your Active Persona with another Held Persona.
Each Persona has a Cognitive Projection ability. Using this requires a Magic Action unless otherwise specified.
You can use a Projection a number of times equal to 1 + your Charisma modifier (minimum 1). You regain all uses on a Short or Long Rest.
For DM: too much OP, revert back to uses based on level
Psionic Ability: Charisma
Save DC: 8 + Proficiency Bonus + Charisma Modifier
Attack Bonus: Proficiency Bonus + Charisma Modifier
You have Psi Points and a Psi Limit as shown in the class table. You regain all expended Psi Points when you finish a Long Rest.
You know Talents based on your level. See Icon table.
Talent learned must be from Icon talent list
Once per turn, when you damage a creature with a weapon attack or Psionic Power, you can deal extra Psychic damage.
1d41d61d81d101d12You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all uses on a Short or Long Rest.
Choose your icon subclass:
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 twoability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
For DM: Player suggestion - since multiclassing is viable option for this class.
Id Barrier moved to level 9.You can attack twice, instead of once, whenever you take the Attack action on your turn.
For DM: This power was moved up. Because of extra attack
You draw on your survival instinct to deflect harm.
When you are hit by an attack or fail a Saving Throw, you can use your Reaction to add a bonus to your AC or Save equal to the number of Personas you currently Hold.
You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all uses when you finish a Long Rest.
For DM: Here should be something
You can learn one psionic Power (either Psionic Talents or Psionic Augments) from any class list.
You gain access to The World Persona. It does not count against your held limit and is always considered Active in addition to your other Active Persona.
An Icon who recognizes their true self as The Heart takes joy in supporting others. Whether offering a shoulder to cry on, an encouraging word, or tough love, these Icons are nurturers through-and through.
You gain proficiency in Insight and Persuasion.
When you manifest a power that restores Hit Points, you can expend one use of Psionic Potency to increase the healing by rolling your Psionic Potency die and adding the total to the Hit Points restored. This replaces the extra damage normally granted by Psionic Potency. On level 11 you can roll your Psionic Potency die twice.
For DM: Improved Psychic Potency removed for extra attack on level 5
If an ally within 60 feet makes a Saving Throw, you can use your Reaction and expend a use of Id Barrier to give them the same bonus.
Immediately after you or an ally within 60 feet takes damage, you can use your Reaction to manifest a Psionic Talent or Augment, expending Psi Points as normal.
An Icon identifying with the Noble is steadfast, inspiring, and righteous. While some may be accused of being heedless of danger, these Icons are willing to sacrifice themselves to achieve greater results and protect others.
While wearing no armor and no shield, your AC equals: 10 + Dexterity modifier + Charisma modifier + Constitution modifier (maximum +2 from Constitution).
For DM: Added instead of extra attact on level 5
Your noble spirit refuses to yield when others falter. Your presence becomes a bulwark against despair and destruction.
When another creature you can see within 30 feet takes damage, you can use your Reaction to reduce the damage taken by:
1d6 + your proficiency bonus + your Charisma modifier.
You take radiant damage equal to half the amount prevented.
If the reduced damage was from a critical hit, the target is no longer considered to have been critically hit.
You can use this feature a number of times equal to your Charisma modifier (minimum 1) per Long Rest.
At 11th level, the damage reduction increases to:
2d6 + your proficiency bonus + your Charisma modifier.
You are immune to the Charmed and Frightened conditions.
As a Reaction, you can remove one of these conditions from an ally within 60 feet.
You can gain a second Action on your turn, and all your attack rolls and Saving Throws have Advantage until the start of your next turn.
After using this feature, your maximum Hit Points are reduced by twice your level until you finish a Long Rest. If this reduction lowers you to 0, you die.
You can use this feature once per Long Rest.
Warrior Icons are aggressive thrill seekers. They desire to test their mettle and strength against greater and greater challenges. Warriors care not for long term consequences, living squarely in the here and now.
You gain proficiency with Medium Armor and Heavy Armor.
For DM: Added instead of extra attack power
Choose one weapon with which you are proficient. You gain its Weapon Mastery property and can use that mastery even if you normally lack the feature to do so.
You may change the chosen weapon after a Long Rest.
When you make a Constitution or Charisma Saving Throw to take half damage, you instead take no damage on a success and half damage on a failure.
When you take the Dash action, your movement does not provoke Opportunity Attacks, and you can make two melee weapon attacks as a Bonus Action.
Unless noted, Projection requires a Magic Action. Cognitive Projection abilities are treated as psionic powers with no PSP but limited usage. Some Cognitive Projection abilities require saving throws. When you use such an ability from a persona, the DC equals 8 + your proficiency modifier + your Charisma modifier.
For DM: Cognitive Projection abilities are treated as psionic powers with no PSP but limited usage. I defined for all personas Manifesting Time, Range, Components and duration
Prerequisite: 9th level
While the Death persona can indeed embody literal death, it more accurately encompasses all endings. Further, it also encourages overcoming these endings, and moving forward towards something new.
Benefit:
Cognitive Persona Power
Manifesting Time: 1 Action
Range: 30 feet
Components: O
Duration: Up to 1 minute
You project a vision of imminent death into the mind of a creature you can see within range. The target must succeed on a Wisdom saving throw or believe it is dying.
On a failed save, the target gains the Unconscious condition. While Unconscious in this way, the creature isn't actually at 0 Hit Points, but it makes Death Saving Throws at the start of each of its turns as if it were at 0 Hit Points.
The effect ends early if the creature:
When the effect ends, the creature regains consciousness. Its Hit Points were never reduced by this spell.
On a successful save, the creature is immune to this power for 24 hours.
Representing inner strength and understanding, the Fortitude persona embodies compassion and influence.
Benefit: When you make a Charisma (Persuasion) check or a Wisdom (Insight) check, you can treat any d20 roll of 7 or lower as an 8.
Projection: Determination
Cognitive Persona Power
Manifesting Time: 1 Action
Range: 30 feet
Components: O
Duration: Concentration, up to 1 minute
You imbue a creature you can see within range with a surge of determination. The target has advantage on attack rolls and ability checks for the duration, as long as you maintain concentration (as if concentrating on a spell).
The Justice persona represents just action and earned results, embodying the implacable nature of law and truth.
For DM: seriously immune to Poison damage and the Poisoned condition.???
OP - reverting back
Benefit:
+1 to ACProjection: Fated Precision
Cognitive Persona Power
Manifesting Time: 1 Reaction
Range: Self
Components: O
Duration: Instantaneous
You call upon fate to ensure a minimum level of success. When you make an attack roll, saving throw, or ability check, you can choose to use this spell before rolling the d20. Treat any d20 roll of 10 or lower as a 10 for that roll.
Prerequisite: 13th level
Embodying uncertainty and illusions, the Moons bend the truth and deceive the senses.
Benefit: You gain the effects of the Disguise Self spell at will.
Projection: Lunar Cloak
Cognitive Persona Power
Manifesting Time: 1 Action
Range: Touch
Components: O
Duration: Concentration, up to 1 minute
This effect works as described in the Invisibility spell.
Prerequisite: 17th level
The Aeon represents time, reincarnation, and salvation.
Benefit: Whenever you would make a stabilization saving throw while unconscious, you can make a Charisma saving throw instead. If the total result is 20 or higher, you immediately regain 10 hit points and stand up from prone.
Projection: End of an Era
Cognitive Persona Power
Manifesting Time: 1 Action
Range: 60 feet
Components: O
Duration: Instantaneous
This effect works as described in the Dispel spell.
The Chariot represents the will to advance, to move forward, to overcome obstacles.
Benefit:
Cognitive Persona Power
Manifesting Time: 1 Action
Range: Self
Components: O
Duration: 10 minutes (Concentration)
For DM: I changed duration from 1hour to 10 minutes and concetration
You channel your force of personality into physical power. For the duration:
Prerequisite: 9th level
Representing one’s darker self, the Devil embodies temptation, hedonism, and addiction.
Benefit: You have Darkvision with a range of 60 feet. Magical Darkness doesn’t impede this Darkvision.
Projection: Tempting Whispers
Cognitive Persona Power
Manifesting Time: 1 Action
Range: 30 feet
Components: O
Duration: Instantaneous
Subtract 1d6 from target’s saving throw. you rolled from the creature’s saving throw result. You can choose to use this ability after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails.
Representing respect, discipline, and stability, the Emperor reflects an air of authority
Benefit: When you make a Strength(Athletics) check, Charisma (Intimidation), or a Wisdom (Animal Handling) check, you can treat any d20 roll of 7 or lower as an 8.
Projection: Demand Obedience.
Cognitive Persona Power
Manifesting Time: 1 Action
Range: 60 feet
Components: A
Duration: Instantaneous
This effect works as described in the Command spell.
Embodying the traits of elegance and grace, the Empress enhances one’s poise and calmness.
Benefit: When you make a Dexterity(Acrobatics) check, a Charisma (Performance)check, you can treat any d20 roll of 7 or lower as an 8.
Projection: Saving Grace
Cognitive Persona Power
**Casting Time: ** 1 reaction, which you take when you miss an attack or fail an ability check
Range: Self
Components: A
Duration: Until the end of your next turn
You use your Cognitive Projection to bolster yourself in the moment. When you miss an attack or fail an ability check, you can cast this spell as a reaction. You gain a bonus equal to your Charisma modifier to the next attack roll or ability check you make before the end of your next turn.
Not to be mistaken for a lack of intellect, the Fool represents the possibility of learning.
Benefit: 1d4 once per round to an attack roll, saving throw, or check without proficiency (scales at 9th and 17th level).
Projection: Tabula Rasa
Cognitive Persona Power
Manifesting Time: 1 action
Range: 30 feet
Components: O
Duration: Concentration, up to 1 minute
You use your Cognitive Projection to impose a blank slate on one creature you can see within range. The target must succeed on a Charisma saving throw or be affected.
While affected, the creature:
The Hanged Man represents putting aside old perspectives and looking at things anew,discovering new ways to move forward that were not apparent before.
Benefit: When you make a Intelligence(Investigation) check or a Wisdom(Perception) check, you can treat any d20 roll of 7 or lower as an 8.
Projection: Crippling Indecision
Cognitive Persona Power
Manifesting Time: 1 action
Range: 30 feet
Components: O
Duration: Concentration, up to 1 minute
You use your Cognitive Projection to overwhelm a creature you can see within range with self-doubt. The target must succeed on a Wisdom saving throw or be affected.
While affected, the creature has disadvantage on:
Benefit: Advantage on Concentration saves.
Projection: Quantum of Solace
Cognitive Persona Power
Manifesting Time: 1 action
Range: 30 feet
Components: O
Duration: Concentration, up to 1 minute
You compel a creature you can see within range to isolate itself. The target must succeed on a Wisdom saving throw or be affected for the duration.
While affected, the creature cannot:
Any creature attempting harmless contact with the target must succeed on a melee weapon attack using an unarmed strike. On a hit, the attack deals no damage, but the target resists the contact.
The effect ends early if the target is attacked, damaged, touched, or affected by another creature’s magical effect. At the end of each of its turns, the target can repeat the saving throw, ending the effect on a success.
Benefit: Help as a Bonus Action.
Projection: Entrust Destiny
Cognitive Persona Power
Manifesting Time: 1 reaction, which you take when you choose
Range: 60 feet
Components: A
Duration: Instantaneous
You grant an ally you can see within range an additional reaction before the start of their next turn.
You can use this reaction before a triggering event, allowing the ally to use their granted reaction in response to the same event, if applicable.
The granted reaction can be used only once and expires at the start of the ally’s next turn.
Benefit: Telepathy 30 ft.
Projection: Sense Dishonesty
Cognitive Persona Power
Manifesting Time: 1 reaction, which you take after hearing a statement
Range: 30 feet
Components: -
Duration: Instantaneous
You can use your Cognitive Projection to attempt to discern whether a statement you just heard is true. The creature that made the statement must make a Wisdom saving throw.
On a failed save, you know with certainty whether the statement is true to the best of the creature’s knowledge, or if the creature deliberately lied.
On a successful save, or if the statement does not clearly fall into one of these categories, you gain no information about the statement.
Benefit: The first time you select the Magician as your active persona after finishing a long rest, choose one skill in which you have proficiency. Until you finish your next long rest, you have Expertise in that skill while the Magician is your active persona.
Projection: When you use your Psychic Potency feature, you can use your Cognitive Projection to reroll the feature’s die. If you have the Improved Psychic Potency feature, you may reroll any number of Psychic Potency dice. You must use the new result.
Benefit: When you make a Intelligence check to recall any sort of lore, you can treat any d20 roll of 7 or lower as an 8.
Projection: Revelation
Cognitive Persona Power
Manifesting Time: 1 action
Range: 60 feet
Components: O
Duration: up to 1 minute
As an action, you use your Cognitive Projection to target a point you can see within 60 feet. Each invisible creature within a 10-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, the creature is outlined in blue light that traces its form.
While outlined in this way, a creature can’t benefit from being Invisible, and attack rolls against it have Advantage if the attacker can see the blue light.
At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on itself on a success.
Prerequisite: 13th level
The Star encompasses renewal and healing, both spiritual and physical, proving hope in the face of disaster and setbacks.
Benefit: At the start of your turn, if your hit point total is less than half of your maximum hit points, you regain a number of hit points equal to your Charisma modifier.
Projection: Hope Springs Eternal
Cognitive Persona Power
Manifesting Time: 1 action
Range: 30 feet
Components: O, A
Duration: Instantaneous
You use your Cognitive Projection to bestow renewing psychic energy on a creature you can see within range that is alive but currently at 0 hit points. The target regains hit points equal to half of its maximum hit points.
Prerequisite: 17th level
Representing success and prosperity, the Sun
radiates happiness and joy with its disposition and
bearing.
For DM: OP too much. I would do resistance to all damage instead
Benefit: Immune to Force, Psychic, and Radiant damage; cannot be possessed.
Projection: Dawnwalker.
Cognitive Persona Power
Manifesting Time: 1 action
Range: Self
Components: O,A
Duration: Concentration, up to 1 minute
You radiate brilliant sunlight for the duration. Bright light shines from you in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Whenever a creature you can see starts its turn within 5 feet of you or enters a space within 5 feet of you for the first time on a turn, you can force that creature to make a Constitution saving throw.
On a failed save, the creature takes 3d6 radiant damage and is Blinded until the end of its turn. On a successful save, the creature takes half as much damage and isn’t Blinded.
Prerequisite: 9th level
Temperance reflects self-moderation of one’sactions and emotions, fostering inner balance andpromoting patience.
Benefit: When you are subjected to a magical effect that allows an Intelligence, Wisdom, or Charisma saving throw to take half damage, you can use your reaction before rolling the saving throw to mitigate the effect. On a successful save, you take no damage, and on a failed save, you take half damage
Projection: Calming Touch
Cognitive Persona Power
Manifesting Time: 1 action
Range: Touch
Components: A
Duration: 1 minute
You touch a creature and attempt to suppress its hostility. The target must succeed on a Charisma saving throw or become indifferent toward any creatures it was hostile toward when the spell was cast.
This indifference lasts for the duration but ends early if the target is attacked, harmed by a magical effect, or sees one of its allies being harmed. When the effect ends, the creature’s hostility returns.
Prerequisite: 13th level
The Tower is a force of destruction and upheaval
Benefit: Whenever you score a critical hit, onedie of your damage roll is treated as if it rolled itshighest result. You can choose which die benefitsfrom this effect after you have rolled all of yourdamage dice.
Projection: Harbinger of Doom.
Cognitive Persona Power
Manifesting Time: 1 action
Range: 60 feet
Components: O,A
Duration: 1 minute
You curse one creature you can see within range. The target must succeed on a Charisma saving throw or be marked by impending doom for the duration.
The next time the target takes damage before the spell ends, it becomes vulnerable to that damage, and the spell then ends.
Representing the cyclical nature of good and bad fortune, the Wheel embodies chaos and luck.
For DM: This was missing. Intentionally? Reverting back
Benefit: The first time you select the Wheel as your active persona after a long rest choose one energy type from acid, cold, fire, lighning, radiant, necrotic, thunder. You have resistance to chosen damage type.
Projection: Wild Card
Cognitive Persona Power
Mainifesting Time: 1 action
Range: 30 feet
Components: O
Duration: 1 round
You target one creature you can see within range and compel it to act chaotically. The target must make a Charisma saving throw. On a failed save, roll a d4 at the start of each of its turns to determine its behavior:
1–2. The creature takes no actions and uses all its movement to move in a random direction.
3–4. The creature makes one melee or ranged attack against a random creature it can see other than you. If no other creature is in range, it does nothing.