Legends of Tolria
The Galactic Game

Subclass Compendium · Psion

Prescient

A Psion whose discipline reaches forward in time — glimpses of imminent outcomes, danger sense, and the bending of probability against immediate consequence.

Identity

Prescients describe their experience differently — as flashes, as déjà vu, as a tug at the elbow before a blade arrives. None of them describe it as omniscience. The Path is short-sighted by design: a few seconds, a few moves, a sense of the imminent. Aurelion Memory-marked Psions sometimes develop it as a survival reflex; Halcyion seers cultivate it in cloistered abbeys; Black Meridian operators learn to suppress its felt strangeness so the marks don't notice it working. Prescient Psions are unsettling to be around. The conversation ends before you finish your sentence, because they already heard you.

Features

  • L3 I Saw That Coming

    As a reaction when you or an ally within 30 ft is hit by an attack, fails a saving throw, or fails an ability check, you can impose disadvantage on the attack roll or grant advantage on the re-rolled save or check (your choice based on the trigger). The triggering creature must re-roll using the new dice; the new result stands, even if worse than the original. You may use this feature a number of times equal to your channeling ability modifier (minimum 1) per long rest, and you may spend 2 Psionic Points to use it an additional time after the initial uses are spent.

  • L7 Glimpse of Outcomes

    You begin each long rest by drawing a number of Glimpse dice equal to your proficiency bonus. Each Glimpse die is a d20; roll each one and record the results in order. The recorded results form your Glimpse pool for the day. At any point during the day, before any other creature has rolled, you may declare that you are spending a Glimpse die and substitute that recorded value for any d20 roll made by yourself, an ally within 60 ft, or an enemy within 60 ft (attack roll, ability check, or saving throw). The substitution must be declared before the modifier is added and before any other player has reacted to the roll's outcome; the result is then resolved with normal modifiers. Once a Glimpse die is spent it is removed from the pool; unspent Glimpses are lost at the next long rest. The practical effect: you have foreseen this die. It rolled this way in your forevision, and now it rolls this way in the present.

  • L11 Anticipated Move

    Your awareness of the immediate future grants you initiative advantage and tactical anticipation. You have advantage on initiative rolls. At the start of combat, you may take a single bonus action on the first round before initiative order resolves (your choice: Dash, Disengage, Hide, or activate one of your Psion features that takes a bonus action). You also cannot be surprised while you are conscious. Additionally, once per short rest, when a creature within 30 ft of you takes an action, you may force that creature to re-declare its action — having anticipated it. The creature must re-choose its action and target as if it had not yet acted; if it chooses the same action and target, it suffers disadvantage on the roll. This expends your reaction.

  • L15 Probability Cascade

    Once per long rest, as a bonus action, you enter a Cascade for 1 minute. While Cascading, you reach further into the imminent moment and rewrite the probabilities at your immediate edge. • You have advantage on all attack rolls, saving throws, and ability checks. • Creatures attacking you have disadvantage on their attack rolls. • When you spend a Glimpse die during Cascade, you may apply it to two separate rolls instead of one (the same recorded value to both), provided both rolls occur in the same round. • Once during the Cascade, when you would be reduced to 0 HP, you instead drop to 1 HP — you had already seen the strike land and stepped out of its line. The Cascade ends at 1 minute, when you fall unconscious, or when you end it as a free action. After it ends, you cannot use Probability Cascade again until you complete a long rest, and you gain one level of exhaustion (which can be removed by a long rest normally).

  • L18 Sequence Locked

    Your foresight extends to the choreography of an entire engagement. Once per long rest, as an action at the start of combat (after initiative is rolled and before the first creature acts), you declare a Sequence — a chosen order of events on the first round of combat. Choose up to four of the following declarations to lock into the round: • One ally of your choice acts first in the round, regardless of initiative order. • One specific enemy's first action (whatever they would have taken) is made with disadvantage. • One ally of your choice gains advantage on their first attack roll, save, or check this round. • One specific enemy is unable to take reactions for the round. • One specific ally's first damaging hit this round deals maximum damage. The Sequence resolves automatically as the round plays out. After this feature is used, you cannot use it again until you complete a long rest. If you have not yet rolled initiative when an ambush begins, you may still declare a Sequence — you saw this start before it started.