Order of Essence
Savants of the Order of Essence master the concept of mind over body. Often ascetics, they learn to tap psychic currents to manipulate the bodies of creatures. Under this order, these savants are capable of greater control of psychometabolism powers. They also tend to be robust and hearty, able to recover from injury swiftly.
Order of Essence Features
Savant Level | Feature |
---|---|
2nd | Psychometabolism, Physical Resolve |
6th | Mind over Body |
10th | Unconscious Control |
18th | Mastery of Self |
Psychometabolism
2nd-level Order of Essence feature
Savants of this order have power over biological bodies. Principally these powers allow them to modify their own bodies, but, often through touch, they can affect the bodies of others.
When you expend a Hit Dice to regain hit points, you can choose to reroll the die, but must use the new roll. Moreover, you can imprint one extra power which must be from the psychometabolism discipline when you imprint your powers, and you only take half as much time to imprint powers from that discipline.
You can choose to deal necrotic instead of psychic damage with your Psi Blast feature. Moreover, after you hit a target with a psi blast, you can choose to regain one expended Hit Dice. You can choose to regain a Hit Dice this way a number of times equal to your Intelligence modifier (minimum of once), and regain all expended uses when you finish a long rest.
Physical Resolve
2nd-level Order of Essence feature
Your durability is enhanced and you recover rapidly. Your hit point maximum increases by 2 and increases by 1 whenever you gain a level in this class. You also regain one Hit Dice when you finish a short rest.
You can use your action to spend one Hit Dice to regain 1d8 + your Intelligence modifier hit points. When you reach 5th level, you can spend 2 Hit Dice to regain 2d8 + your Intelligence modifier hit points.
At 11th level, you can spend Hit Dice as a bonus action, but can only spend Hit Dice once each round. At 17th level, you can spend Hit Dice without an action at the start of each of your turns.
Mind over Body
6th-level Order of Essence feature
You gain proficiency in Constitution saving throws. If you already have this proficiency, you instead gain proficiency in Strength or Dexterity saving throws (your choice).
In addition, psychometabolism powers you manifest can linger on a target. While concentrating on such a power or when you manifest one, you can take a bonus action to maintain that power without concentration for one minute. The expression of the power must have a range of either self or touch, and can’t be manifested through a psicrystal or psychic item. The power ends at the end of the minute or if you take this bonus action again.
You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Unconscious Control
10th-level Order of Essence feature
You can maintain your psychometabolism powers while incapacitated or unconscious provided they only affect you. Any power that is maintained on yourself and other targets is no longer in effect on each target except you when you become incapacitated. This functions even if you are dying, stunned, paralyzed, or petrified.
Mastery of Self
18th-level Order of Essence feature
You are immune to any effect that would alter your form against your will. Moreover, you make saving throws against all other transmutation spells and psychometabolism powers with advantage.