Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were in dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.
You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
Pact of the Chain
PHB p107
[–]
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Familiar Rage
Your familiar can take the attack action.
Scorpars Rider
You cannot roll under a 10 when making an animal handling check to tame an animal, you also gain the mounted combatant feat (This doesn't stack).
Any familiar or animal that you own, gains temp hp equal to your level on a long rest
Mounted Combatant
PHB
p168
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
1st Level Features
Eyes of The Void Queen
You gain 10ft of Truesight as your eyes are no longer your own, anything that is perceived with this sight cannot gain any hit points from spells or spell-like abilities except for you and from you.
Army of Roses
You can magically summon a purple rose. As a bonus action, you create a 5ft tall rose at a point you can see within 60 feet of you. The rose lasts for 1 minute and you can creature multiple equal to your CHA mod. The rose has 1hp, and AC equal to 10+proficiency+CHA, once a rose has been destroyed it will magically disappear.
When you create the rose, you can make a range spell attack against one creature within 30 feet of it. On a hit, the target takes 1d4 void damage, and it cannot heal until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
You can summon the roses a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Harming Thorns - When a creature makes an attack against your rose, or they make an attack against a creature within 10ft of your rose, you can use your reaction to make that rose attack (If multiple roses are in range, you can pick one to attack).
Agonizing Blast
PHB
p110
Prerequisite: eldritch blast cantrip
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Pact of the Talisman
TCE p71
[–]
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Fey Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. (Silvery Barbs)
6th Level Feature
Recall to Nothing
When a rose from your Army of Roses Feature is reduced to 0 hit points, the rose will explode in a 10ft square. All creatures within the area have to make a DEX save or take 2d4 Void damage or half on a success.
As a bonus action, you can reduce one of your roses to 0 hit points instead of waiting the full minute.
Mantle of Courage
Avatar Discipline
You focus your mind on courage, radiating confidence and bravado to your allies.
Psychic Focus. While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.
Incite Courage (2 psi). As a bonus action, choose up to six creatures you can see within 60 feet of you. If any of those creatures is frightened, that condition ends on that creature.
Aura of Victory (1-7 psi; conc., 10 min.). As a bonus action, you project psionic energy until your concentration ends. The energy fortifies you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect.
Pillar of Confidence (6 psi; conc., 1 rnd.). As an action, you and up to five creatures you can see within 60 feet of you each gain one extra action to use on your individual turns. The action goes away if not used before the end of your next turn. the action can be used only to make one weapon attack or to take the Dash or Disengage action.
Anger of The Void - Once per turn, your rose can attack twice instead of once. When a rose is reduced to 0 hit points, you gain temp hp equal to the damage the rose took.
Guard 5 card: whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage.
Cardomancer
Features & Traits