Ziri Kai

(Not to be confused with Ziri, an individual from Snap's past.)

About=

About
{{#switchgroup:voyd|sami=

TBD Campaign
}} Ziri Kai is a mystic satyr who has been exploring and studying the Feywild, Dawnplane, and other undetermined locations with their companion, Nobby. {{#switchgroup:voyd|sami=

Post-TBD Campaign
Ziri was the founder of the Izzet League and Canafillion, formerly leading both. After being imprisoned during an uprising a few generations ago, and then re-imprisoned by Janessa Vurbone, he is now trapped inside Janessa's necklace, the memory of his existence purged from the masses. }}

Nobby
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TBD Campaign
Nobby is a sentient, mostly-intelligent, water-like ooze created by Ziri, and it resides in a special tank Ziri wears on his back. It is blue and liquid-like, and its form ranges from vaguely humanoid to a blob with eyes and a mouth. Its voice is on a spectrum between Chaos's voice and how Sami voices goblins, depending on how Voyd is feeling at any given point.

Post-TBD Campaign
Nobby was almost like a child to Ziri; even when the Izzet League reached a larger scale, Nobby was never treated as an experiment subject. Rather, it was treated as its own person, even attempting to go to school once Ziri managed to give it a firm enough form for it to travel on its own. Most of the time, though, it preferred to hang out with Ziri.

After Ziri lost power of the League, however, Nobby was taken and experimented on. Attempts to recreate it led to the formation of goops such as Chaos, Nova, and Rift. However, these attempts could only be accomplished by merging pre-existing beings, as only Ziri knew how to create sentient life from scratch.

When Janessa came to power and prepared to transfer Ziri from his former prison to her jecklace, she informed Ziri that she'd made sure anyone who remembered him either had their memory wiped or had their life taken. Ziri made the mistake of saying "Please don't tell me you killed Nobby," to which Janessa responded, "Okay, I won't!" As a result, Nobby's current status is unknown.

Nobby is a sentient, mostly-intelligent water weird created by Ziri, and it resides in a special tank Ziri wears on his back. It is blue and liquid-like, and its form ranges from vaguely humanoid to a blob with eyes and a mouth. Its voice is on a spectrum between Chaos's voice and how Sami voices goblins, depending on how Voyd is feeling at any given point. }}
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Appearance
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TBD Campaign
}} Ziri is a satyr with greenish-brown skin, messy short brown hair with white streaks, fur and a small beard with the same colouration as his hair, and brown eyes. He has the legs, horns, and tail of a ram. He wears a brown and blue pirate-like trenchcoat, shiny blue-green serpent scale mail, and blue leather pants.

As a result of a slowly-spreading curse, his form has been gradually dying beginning with his left side; the hair and skin on his left side is turning pure white, his left horn is white and crumbling, his left eye is covered with an eyepatch, his left leg has been replaced by a peg leg, and his left arm has been replaced by a skeletal prosthetic arm of his own creation. {{#switchgroup:voyd|sami=

Post-TBD Campaign
After the events of the TBD campaign, Ziri went on to invent fully-functioning prosthetic legs and eyes as well as arms, and he has equipped a prosthetic skeletal leg and ghostly blueish-white eye. He also created a new horn to replace the old one; it is also skeletal in appearance, and it bends backwards rather than curling around his ear like the ram horn. The curse had time to spread more before it was stopped, turning much more of his hair, skin, and fur white. His white hair makes it look to strangers that he's just really old, and while that's definitely the case, his age didn't actually affect his appearance in that way, because his body stopped aging before it could get that far.

When imprisoned the first time, his hair continued to grow without any way of stopping it. Because he had very little to do, he began to teach himself how to braid it in various ways, and it became a coping mechanism for him. This led to his hair being constantly full of braids of various sizes scattered about with no real style.

After Janessa took over, he was provided with denim scissors, which he sparingly uses to cut his hair when it grows long enough to reach his tail. He prefers his hair slightly below shoulder length at the very shortest so that he can braid it whenever he needs something to do with his hands. His hair is still full of randomly braided parts at all times, which he will often undo and redo. His hair is also rather tangled, as he does not have any sort of brush or comb for it.

Also as a result of Janessa's involvement, he has a thin, blue, semi-translucent strip of denim tied around his neck, mirroring the jecklace. Whenever he is summoned into the outside world, the strip is elongated and connected to the gem he is bound to. }}

Personality
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TBD Campaign
}} Ziri is kind, confident, optimistic, and adventurous. He has very strong morals, which generally include helping those in need and not doing harm when it can be avoided, and he dislikes when those lines are crossed. He has a genuine desire to help people in need, even when there's no immediate benefit for him, because he likes seeing situations get better. He also loves exploring, learning, and experiencing as much as he can, and he enjoys making new things with the information he gains. Despite his strong morals, he has a generally bold and chaotic nature.

Ziri dislikes not being listened to, and he especially dislikes losing control of a situation. He doesn't often lose his temper, though he will grumble quite a bit when frustrated enough. In such instances, he likes to curse quite a bit. He's a little too trusting, which can lead to slightly stronger reactions when he feels his trust is betrayed. When he does get mad at people, though, he doesn't tend to hold a grudge for very long depending on the offense; generally, he gets more offended by injustices done to other people than those done to himself. Because of his trusting nature and his relative ease at getting over grudges, it's not uncommon for him to give people too many second chances. {{#switchgroup:voyd|sami=

Post-TBD Campaign
Ziri's morals never changed, but as he gained more responsibility, his chaotic nature became somewhat more subdued.

During his initial imprisonment, he developed a patience he had no choice but to learn, but it came with more negative traits. His optimism became dulled, and he developed anxiety and apathy that swapped with each other often, increasing hopelessness, and a festering resentment he hadn't previously known the feeling of. The whole uprising also nurtured a lack of trust; the foolishness of giving too many second chances finally got through to him, and the betrayal had more than enough time to take root and flourish into unhealthy levels of suspicion by the time he was finally in contact with another person.

When Janessa took over, Things Got Worse. She was the first person he spoke to since being imprisoned, and she proved to him that he was right not to trust people. The more she intentionally pushed his buttons, the more his festering resentment became active anger. For a long time, he'd never understood why anyone would genuinely want to hurt someone, much less murder them, but he's starting to get it now. His previous optimism was almost entirely pulled to pessimism; at every turn, even when he thought he was assuming worse, Janessa would manage to stoop even lower to prove him wrong. Such instances have also taught him to be more mindful of the way he words things, and to not ask for things unless it's necessary. The final scraps of his optimism were saved only by discovering a crack in the gem that allowed him to use his powers a little bit, renewing his nearly nonexistent hope for things to get better.

If he wanted to be heard during the TBD campaign, he's absolutely desperate for it now. Part of him doubts anyone he can reach is even trustworthy enough to help, but a much louder part of him insists that anything is better than Janessa, so he does everything he can to make himself heard to anyone outside the gem without giving away his advantage or getting his potential help killed. }}

Euclides
{{#switchgroup:voyd|sami=

Zip
}}

Quotes


Stats=

Stats

 * {| class="wikitable"

! scope="col" | Proficiency Bonus ! scope="col" | Initiative ! scope="col" | Inspiration
 * style="text-align: center;" | +5
 * style="text-align: center;" | +2
 * style="text-align: center;" | N
 * }
 * }
 * {| class="wikitable"

! scope="row" | Passive Perception (WIS) ! scope="row" | Passive Investigation (INT) ! scope="row" | Passive Insight (WIS)
 * + Senses
 * style="text-align: center;" | 22
 * style="text-align: center;" | 24
 * style="text-align: center;" | 19
 * }
 * {| class="wikitable"

! Armor ! Weapons ! Tools ! Languages
 * + Proficiencies
 * Light, Medium, Shields
 * Light, Medium, Shields
 * Simple
 * Simple
 * Violin, Instrument 2
 * Violin, Instrument 2
 * Common, Sylvan, Goblin
 * }
 * }



Race Features=

Fey
Your creature type is fey, rather than humanoid.

Ram
You can use your head and horns to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Magic Resistance
You have advantage on saving throws against spells and other magical effects.

Mirthful Leaps
Whenever you make a long or high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.

Reveler
You have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.



Class Features=

Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Mystic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. You chose your talents from the Psionic Talents list.

Talents Known


Blind Spot
As an action, you erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.



Delusion
As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute.

If you create an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.



Mind Meld
As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted.

This communication can occur until the end of the current turn. You don’t need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target’s choice, gaining perfect recall of one thing it saw or did.

Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. A mystic masters only a few disciplines at a time, and choses them from the Psionic Discipline list.

At 1st level, you know one psionic discipline of your choice. The Disciplines Known column of the Mystic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Disciplines Known


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

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

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

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

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

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



Psychic Inquisition
You reach into a creature’s mind to uncover information or plant ideas within it.

Psychic Focus. While focused on this discipline, you know when a creature communicating with you via telepathy is lying.

Hammer of Inquisition (1–7 psi). As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.

Forceful Query (2 psi). As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.

Ransack Mind (5 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails.
 * With one failed saving throw, you learn its key memories from the past 12 hours.
 * With two failed saving throws, you learn its key memories from the past 24 hours.
 * With three failed saving throws, you learn its key memories from the past 48 hours.

Phantom Idea (6 psi; conc., 1 hr.). While you concentrate on this ability, you probe one creature’s mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability’s full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial (such as “I had porridge for breakfast” or “Ale is the worst”) or personality-defining (“I failed to save my village from orc marauders and am therefore a coward” or “Magic is a scourge, so I renounce it”).
 * With one failed saving throw, the idea or memory lasts for the next 4 hours.
 * With two failed saving throws, it lasts for 24 hours.
 * With three failed saving throws, it lasts for 48 hours.



Telepathic Contact
By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own.

Psychic Focus. While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don’t have that feature from the mystic class, you instead gain it while focused on this discipline.

Exacting Query (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Occluded Mind (2 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Broken Will (5 psi). As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

Psychic Grip (6 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed.

Psychic Domination (7 psi; conc., 1 min.). As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature’s actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.



Nomadic Step
You exert your mind on the area around you, twisting the intraplanar pathways you perceive to allow instantaneous travel.

Psychic Focus. After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.

Step of a Dozen Paces (1–7 psi). If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.

Nomadic Anchor (1 psi). As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.

Defensive Step (2 psi). When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.

There and Back Again (2 psi). As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Transposition (3 psi). If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.

Baleful Transposition (5 psi). As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.

Phantom Caravan (6 psi). As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.

Nomad’s Gate (7 psi; conc., 1 hr.). As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 1 mile that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.



Nomadic Mind
You dispatch part of your psyche into the noosphere, the collective vista of minds and knowledge possessed by living things.

Psychic Focus. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.

Wandering Mind (2–6 psi; conc., 10 min.). You enter a deep contemplation. If you concentrate for this option’s full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.

Find Creature (2 psi; conc., 1 hr.). You cast your mind about for information about a specific creature. If you concentrate for this option’s full duration, you then gain a general understanding of the creature’s current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM’s choice). If the creature is on another plane of existence, you instead learn which plane.

Item Lore (3 psi; conc., 1 hr.). You carefully study an item. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item.

Psychic Speech (5 psi). As an action, you attune your mind to the psychic imprint of all language. For 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.

Wandering Eye (6 psi; conc., 1 hr.). As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter.

Phasing Eye (7 psi; conc., 1 hr.). As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. If it does so, the effect immediately ends.



Nomadic Chameleon
You create a screen of psychic power that distorts your appearance, allowing you to blend into the background or even turn invisible.

Psychic Focus. While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Chameleon (2 psi). As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.

Step from Sight (3 psi; conc., 1 min.). As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you.

Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.

Enduring Invisibility (7 psi; conc., 1 min.). As a bonus action, you turn invisible and remain so until your concentration ends.



Diminution
You manipulate the matter that composes your body, drastically reducing your size without surrendering any of your might.

Psychic Focus. While focused on this discipline, you have advantage on Dexterity(Stealth) checks.

Miniature Form (2 psi; conc., 10 min.). As a bonus action, you become Tiny until your concentration ends. While this size, you gain a +5 bonus to Dexterity(Stealth) checks and can move through gaps up to 6 inches across without squeezing.

Toppling Shift (2 psi). As a bonus action, you shift to an incredibly small size and then suddenly return to normal, sending an opponent flying backward. Choose one creature you can see within 5 feet of you. It must succeed on a Strength saving throw or be knocked prone.

Sudden Shift (5 psi). As a reaction when you are hit by an attack, you shift down to minute size to avoid the attack. The attack misses, and you move up to 5 feet without provoking opportunity attacks before returning to normal size.

Microscopic Form (7 psi; conc., 10 min.). As a bonus action, you become smaller than Tiny until your concentration ends. While this size, you gain a +10 bonus to Dexterity(Stealth) checks and a +5 bonus to AC, you can move through gaps up to 1 inch across without squeezing, and you can’t make weapon attacks.



Giant Growth
You infuse yourself with psionic energy to grow to tremendous size, bolstering your strength and durability.

Psychic Focus. While focused on this discipline, your reach increases by 5 feet.

Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 1d4 bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.

Giant Form (7 psi; conc., 1 min.). As a bonus action, you gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.



Celerity
You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Psychic Focus. While focused on this discipline, your walking speed increases by 10 feet.

Rapid Step (1–7 psi). As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense (2 psi). As a bonus action, you take the Dodge action.

Blur of Motion (2 psi). As an action, you cause yourself to be invisible during any of your movement during the current turn.

Surge of Speed (2 psi). As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action (5 psi). As a bonus action, you can Dash or make one weapon attack.

Psi Points (64)
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.

The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

Psi Limit (7)
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your mystic level, as shown in the Psi Limit column of the Mystic table. For example, as a 3rd-level mystic, you can spend no more than 3 psi point son a discipline each time you use it, no matter how many psi points you have.

Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier (16)

Discipline attack modifier = your proficiency bonus + your Intelligence modifier (8)

Mystic Order (Awakened)
At 1st level, you choose a Mystic Order: the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, the Order of the Soul Knife, or the Order of the Wu Jen. Each order specializes in a specific approach to psionics. Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.

Mystical Recovery
Starting at 2nd level, you can draw vigor from the psi energy you use to power your psionic disciplines.

Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.

Telepathy
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Psionic Investigation
Starting at 3rd level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic discipline), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours.

You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses.

Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Strength of Mind
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.

Starting at 4th level, you can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Psionic Surge
Starting at 6th level, you can overload your psychic focus to batter down an opponent’s defenses. You can impose disadvantage on a target’s saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it’s active, and you can’t use it until you finish a short or long rest.

You can’t use this feature if you can’t use your psychic focus.

Potent Psionics
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.

In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.

Consumptive Power
At 10th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by the number of hit points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

Once you use this feature, you can’t use it again until you finish a long rest.

Psionic Mastery
Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits. As an action, you gain 9 special psi points that you can spend only on disciplines that require an action or a bonus action to use. You can use all 9 points on one discipline, or you can spread them across multiple disciplines. You can’t also spend your normal psi points on these disciplines; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent.

If more than one of the disciplines you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the disciplines end that you’re concentrating on.

At 15th level, the pool of psi points you gain from this feature increases to 11.

You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional use of this feature at 13th, 15th, and 17th level.

Spectral Form
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.

Once you use this feature, you can’t use it again until you finish a long rest. }}



Equipment=

Armor


Serpent Scale Armor
Type: Medium Armor (Scale Mail) Rarity: Uncommon Weight: 45 lb Cost: ?? AC: 14 + DEX

This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.



Shield
Type: Armor (Shield) Weight: 6 lb Cost: 10 gp AC: +2

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Weapons


Handaxe
Type: Simple Weapon, Melee Weapon Weight: 2 lb Cost: 5 gp Damage: 1d6 slashing - light, thrown (20/60 feet)

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.



Staff
Type: Simple Weapon, Melee Weapon Weight: 4 lb Cost: 5 gp Damage: 1d6 (1d8) bludgeoning - versatile

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Light Sources
<tab name="Lamp" collapsed>

Lamp
Weight: 1 lb Cost: 5 sp Quantity: 1

A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

<tab name="Torch" collapsed>

Torch
Weight: 1 lb Cost: 1 cp Quantity: 10

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Containers
<tab name="Backpack" collapsed>

Backpack
Weight: 5 lb Cost: 2 gp Quantity: 3

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

<tab name="Vial" collapsed>

Vial
Cost: 1 gp Quantity: 5

A vial can hold up to 4 ounces of liquid.

<tab name="Waterskin" collapsed>

Waterskin
Weight: 5 lb (full) Cost: 2 sp Quantity: 3

A waterskin can hold up to 4 pints of liquid.

<tab name="Bucket" collapsed>

Bucket
Weight: 2 lb Cost: 5 cp Quantity: 3

A bucket holds 3 gallons of liquid or ½ cubic foot of solids.

<tab name="Glittery Bag of Holding" collapsed>

Glittery Bag of Holding
Type: Wonderous Item Rarity: Uncommon Weight: 15 lb

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

This particular bag of holding was used upon purchase, and everything put inside it comes out with glitter on it.

Adventuring Gear
<tab name="Bedroll" collapsed>

Bedroll
Weight: 7 lb Cost: 1 gp Quantity: 1

Mmmmm comfy

<tab name="Blanket" collapsed>

Blanket
Weight: 3 lb Cost: 5 sp Quantity: 2

Mmmmm comfy

<tab name="Chain" collapsed>

Chain
Weight: 3 lb Cost: 5 sp Length: 10 ft Quantity: 5

A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

<tab name="Hempen Rope (50 ft)" collapsed>

Hempen Rope
Weight: 10 lb Cost: 1 gp Length: 50 ft Quantity: 5

Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

<tab name="Insect Repellent (block of incense)" collapsed>

Insect Repellent
''Cost: 1 sp' Quantity: 3

Insect repellent can be purchased in Port Nyanzaru in two forms: blocks of incense or a greasy salve. The merchant prince Kwayothe controls the sale of both. Neither kind of repellent protects against giant insects or the vile swarms of insects described in appendix A of the Monster Manual.

When lit, it burns for 8 hours and repels normal insects within a 20-foot-radius centered on it.

<tab name="Ladder" collapsed>

Ladder
Weight: 25 lb Cost: 1 sp Length: 10 ft Quantity: 1

Tol

<tab name="Manacles" collapsed>

Manacles
Weight: 6 lb Cost: 2 gp Quantity: 1

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

<tab name="Pole" collapsed>

Pole
Weight: 7 lb Cost: 5 cp Length: 10 ft Quantity: 3

In case you need to touch the Grinch, though this particular pole might not be long enough.

<tab name="Soap" collapsed>

Soap
Cost: 2 cp Quantity: 1

Ooze repellent.

<tab name="Steel Mirror" collapsed>

Steel Mirror
Weight: 0.5 lb Cost: 5 gp Quantity: 1

Proof that Ziri isn't a vampire.

<tab name="Tinderbox" collapsed>

Tinderbox
Weight: 1 lb Cost: 5 sp Quantity: 1

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

Nerd Supplies
<tab name="Book" collapsed>

Book
Weight: 5 lb Cost: 25 gp Quantity: 5

A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook.

<tab name="Chalk" collapsed>

Chalk
Cost: 1 cp Quantity: 5

Good for summoning circles and also hopscotch!

<tab name="Ink Bottle" collapsed>

Ink Bottle
Cost: 10 gp Amount: 1 oz Quantity: 1

Not the player not the player

<tab name="Ink Pen" collapsed>

Ink Pen
Cost: 2 cp Quantity: 2

Whatcha writin' there, bud?

<tab name="Magnifying Glass" collapsed>

Magnifying Glass
Cost: 100 gp Quantity: 1

This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.

<tab name="Paper" collapsed>

Paper
Cost: 2 sp Quantity: 50

Good for origami and other, less useful, things.

<tab name="Spyglass" collapsed>

Spyglass
Weight: 1 lb Cost: 1000 gp Quantity: 1

Objects viewed through a spyglass are magnified to twice their size.

Tools
<tab name="Adjustable Stilts" collapsed>

Adjustable Stilts
Weight: 16 lbs (8 each)

The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1 foot long when fully collapsed.

<tab name="Backpack Parachute" collapsed>

Backpack Parachute
A humanoid wearing this piece of gear can deploy the parachute as a reaction while falling, or as an action otherwise. The parachute requires at least a 10-foot cube of unoccupied space in which to deploy, and it doesn't open fast enough to slow a fall of less than 60 feet. If it has sufficient time and space to deploy properly, the parachute allows its wearer to land without taking falling damage. Once it has been used, the parachute takes 10 minutes to repack.

<tab name="Barking Box" collapsed>

Barking Box
This metal cube, 6 inches on a side, has a crank on top. Using an action to wind the crank activates the box for 8 hours. While activated, the box barks whenever it detects vibrations within 15 feet of it, as long as the box and the source of the vibrations are in contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog's bark or a large dog's bark.

<tab name="Crowbar" collapsed>

Crowbar
Weight: 5 lb Cost: 2 gp Quantity: 1

Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.

<tab name="Fishing Tackle" collapsed>

Fishing Tackle
Weight: 4 lb Cost: 1 gp Quantity: 1

This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

<tab name="Games" collapsed>

Games

 * Dragonchess Set (1 gp, 0.5 lb)
 * Dice Set (1 sp)
 * Playing Card Set (5 sp)
 * Three-Dragon Ante Set (1 gp)

Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice.

 Components. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens.

History. Your mastery of a game includes knowledge of its history, as well as of important events it was connected to or prominent historical figures involved with it.

Insight. Playing games with someone is a good way to gain understanding of their personality, granting you a better ability to discern their lies from their truths and read their mood.

Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by manipulating the components with dexterous movements is a great distraction for a pickpocketing attempt.

<tab name="Miner's Pick" collapsed>

Miner's Pick
Weight: 10 lb Cost: 2 gp Quantity: 1

So we back in the mine--

<tab name="Musical Instruments" collapsed>

Musical Instruments

 * Viol (30 gp, 1 lb)
 * Dulcimer (25 gp, 10 lb)

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History. Your expertise aids you in recalling lore related to your instrument.

Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

<tab name="Shovel" collapsed>

Shovel
Weight: 5 lb Cost: 2 gp Quantity: 1

In case you need to bury a body out of nowhere. You know how it is.

Food
<tab name="Cinnamon" collapsed>

Cinnamon
Cost: 2 gp Weight: 1 lb Quantity: 1

Bc why not? XD

<tab name="Rations" collapsed>

Rations
Cost: 5 sp Weight: 2 lb Quantity: 10

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

<tab name="Mess Kit" collapsed>

Mess Kit
Cost: 2 sp Weight: 1 lb Quantity: 1

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

<tab name="Rain Catcher" collapsed>

Rain Catcher
Cost: 1 gp Weight: 5 lb Quantity: 1

A rain catcher is a simple contraption consisting of a 5-foot-square leather tarp and a wooden frame with legs. When the tarp is stretched across the wooden frame, it forms a basin that can catch 2 gallons of drinking water per inch of rainfall and hold up to 8 gallons. The tarp and wooden frame fold up for easy transport.

Funky Consumables
<tab name="Antitoxin" collapsed>

Antitoxin
Cost: 50 gp Quantity: 5

A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

<tab name="Theki Root" collapsed>

Theki Root
Cost: 3 gp Quantity: 5

This thick marsh root tastes bitter but is thought to aid digestive health. When you use an action to consume a dose, you gain advantage on saving throws against the effects of poisonous or toxic substances for 8 hours.

<tab name="Truth Serum" collapsed>

Truth Serum
Cost: 150 gp Quantity: 5

A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.

<tab name="Vial of Stardust" collapsed>

Vial of Stardust
Quantity: 5

Any creature that sprinkles the contents of a Vial of Stardust over itself gains the ability to cast the dream spell once as an action (spell save DC 15), requiring no components.

Kits
<tab name="Alchemist's Supplies" collapsed>

Alchemist's Supplies
Weight: 8 lb Cost: 50 gp Quantity: 1

Alchemist's supplies enable a character to produce useful concoctions, such as acid or alchemist's fire.

Components. Alchemist's supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

Arcana. Proficiency with alchemist's supplies allows you to unlock more information on Arcana checks involving potions and similar materials.

Investigation. When you inspect an area for clues, proficiency with alchemist's supplies grants additional insight into any chemicals or other substances that might have been used in the area.

Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist's supplies to make one dose of acid, alchemist's fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw materials you are carrying.

<tab name="Cartographer's Tools" collapsed>

Cartographer's Tools
Weight: 6 lb Cost: 15 gp Quantity: 1

Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.

Components. Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.

Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.

Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.

Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.

Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activity.

<tab name="Herbalism Kit" collapsed>

Herbalism Kit
Weight: 3 lb Cost: 5 gp Quantity: 1

This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Proficiency with an herbalism kit allows you to identify plants and safely collect their useful elements.

Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies that deal with plants and your attempts to identify potions.

Investigation. When you inspect an area overgrown with plants, your proficiency can help you pick out details and clues that others might miss.

Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Identify Plants. You can identify most plants with a quick inspection of their appearance and smell.

<tab name="Navigator's Tools" collapsed>

Navigator's Tools
Weight: 2 lb Cost: 25 gp Quantity: 1

This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.

Components. Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.

Survival. Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.

Sighting. By taking careful measurements, you can determine your position on a nautical chart and the time of day.

<tab name="Painter's Supplies" collapsed>

Painter's Supplies
Weight: 5 lb Cost: 10 gp Quantity: 1

Proficiency with painter's supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art.

Components. Painter's supplies include an easel, canvas, paints, brushes, charcoal sticks, and a palette.

Arcana, History, Religion. Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.

Investigation, Perception. When you inspect a painting or a similar work of visual art, your knowledge of the practices behind creating it can grant you additional insight.

Painting and Drawing. As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.

<tab name="Thieves' Tools" collapsed>

Thieves' Tools
Weight: 1 lb Cost: 25 gp Quantity: 1

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.

Components. Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. Investigation and Perception.

You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.

Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

<tab name="Tinker's Tools" collapsed>

Tinker's Tools
Weight: 10 lb Cost: 50 gp Quantity: 1

A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.

Components. Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.

<tab name="Weaver's Tools" collapsed>

Weaver's Tools
Weight: 5 lb Cost: 1 gp Quantity: 1

Weaver's tools allow you to create cloth and tailor it into articles of clothing.

Components. Weaver's tools include thread, needles, and scraps of cloth. You know how to work a loom, but such equipment is too large to transport.

Arcana, History. Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.

Investigation. Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.

Repair. As part of a short rest, you can repair a single damaged cloth object.

Craft Clothing. Assuming you have access to sufficient cloth and thread, you can create an outfit for a creature as part of a long rest.

Extras
<tab name="Feywild Trinkets" collapsed>

Feywild Trinkets

 * Empty vial with corked ends at the top and bottom
 * Flask of spectral glowworms that change color to reflect the mood of the flask's holder
 * Candlestick whose candlelight looks like a tiny, dancing fairy made of fire

<tab name="Weird Tank" collapsed>

Weird Tank
A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.

You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead.

If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it.

The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.