Anser sank his consciousness into his mind, where the twenty-sided die, speckled with points of golden light, floated silently.
The twelfth symbol on the die was already mostly illuminated. Only one corner remained before it would light up completely.
From the looks of it, this trip to Waterdeep had absolutely been worth it.
He selected the Fighter section, and a level-up prompt appeared:
[Raise Fighter level to 4?]
"Yes!"
The experience points in his pool rapidly drained away until only a little over ten thousand remained.
...
[Level Up: Fighter 4!]
[You have chosen the Fighter subclass: Psi Warrior, gaining Psionic Power.]
[You gain one Weapon Mastery and one new Feat.]
Psi Warrior: Psionic protection shows its might!
Psi Warriors awaken the power within their minds to enhance their physical abilities. They channel this power, known as psionics, into their weapons, lash their enemies with telekinetic force, and forge invisible barriers with their minds to ward off attacks.
[Psionic Power]: Your mind is the wellspring of your psionic power.
The associated ability is Intelligence. Your psionic bonus equals your Intelligence modifier. Current Psionic Power: 11 units. Psionic Energy Die: d6 (1–6).
[Protective Field]: When you or another creature you can see within 30 feet (9 meters) of you takes damage, you can use your reaction to instantly create a telekinetic shield, reducing the damage by 1d6 (1–6) plus your Intelligence modifier.
[Psionic Strike]: You can empower your weapon with psionic energy. When you hit a target with a weapon, you deal an additional 1d6 (1–6) plus your Intelligence modifier in force damage to the target.
[Telekinetic Movement]: You can move an object or creature with your mind, including a willing creature or one unsecured object of up to Large size.
...
Psionic Power was the Psi Warrior's core ability, but psionics had one drawback: there simply wasn't much of it to go around.
An ordinary 4th-level Psi Warrior had only 5 units of Psionic Power. Moving small objects telekinetically consumed very little, but using [Protective Field], [Psionic Strike], or controlling larger objects cost one unit of Psionic Power.
Good burst potential, terrible staying power.
Fortunately, Anser's Intelligence was extremely high. His total Psionic Power was enough to rival that of a 15th-level Psi Warrior, though there was still a considerable gap in quality.
The Psi Warrior's toolkit was still primarily geared toward melee combat and was relatively limited.
'But I can learn.' Anser wasn't worried in the slightest.
He could simply go to the Magic Research Society and ask the psion Mason for instruction, learning how to create telekinetic arrows as well as techniques for weaving magic through psionics. That would greatly improve his command of psionic power.
The power of the mind was merely the foundation. How it was trained and developed was entirely up to the user.
For his Weapon Mastery, he chose the javelin, improving his ranged throwing capabilities. It would still come in handy in certain situations.
For his Feat, he chose [Ability Score Improvement], raising his Wisdom to 20. That would allow him to multiclass into another new class.
At this point, multiclassing didn't do much to raise the upper limit of his strength. Its main purpose was to shore up his weaknesses, and that was extremely important.
He had been through enough battles by now to understand that combat was all about pitting your strengths against your enemy's weaknesses. To put it crudely, it was about "kicking the cripple in his bad leg."
Take today's battle, for example. If they hadn't been forced into it, the Arcane Trickster and the Aberrant Mind Sorcerer would never have chosen to face Anser under those circumstances.
Likewise, no Barbarian short on Intelligence would ever pick a fight with a spellcaster who could fly fast, attack from long range, and was also proficient with [Mind Sliver].
Very often, having a signature ability tailored to exploit a specific weakness could turn an otherwise difficult battle into an incredibly easy one.
[Weapon Mastery: Javelin. Feat: Ability Score Improvement (Wisdom +2). Confirm?]
"Confirm!"
Anser closed his eyes. Outwardly, he remained calm, but within his mental world, towering waves surged as thunder rolled.
At first, everything was like a natural phenomenon completely beyond his control, until at a certain moment, he heard a hum rising from the depths of his soul.
And then everything was different.
His will suddenly gained substance. Thought was no longer something intangible and ephemeral; with a mere impulse, he could interfere with reality!
'Psychic powers.'
The term quietly popped into Anser's mind.
It wasn't exactly wrong. The outward manifestation of mental power was psionic manifestation.
At that moment, he sensed something and opened the die interface. [Mind Partitioning] was flashing continuously.
...
[Mind Partitioning]: Your Intelligence has entered the extraordinary realm, and your mastery over your own consciousness has reached its peak...
You can now split off an additional [2] streams of consciousness, allowing you to perform [3] everyday tasks simultaneously, or concentrate on [3] spells at once.
...
Anser was overjoyed. He hadn't expected psionics to have an effect like this.
Concentration was simply too important. Buff spells, summoning spells, and control spells basically all required concentration. If he could concentrate on multiple spells at once, the advantage would be practically limitless.
'Nice. From now on, I won't end up unable to control anyone just because I've already buffed myself.'
After enjoying the novelty for a while, he turned his attention back to [Multiclass].
'What should I multiclass into?'
The classes that primarily used Wisdom were Cleric and Druid, both full casters.
Monk and Ranger primarily used Dexterity and Wisdom, so they were options as well.
Monks were martial artists who focused their will into their fists and primarily fought unarmored and unarmed. Their ultimate ability, [Perfect Self], increased both Dexterity and Wisdom by 4 and raised the maximum for those ability scores to 25.
At the core of the class was an internal power also known as "ki" or "true power," which allowed them to develop their body's potential to the greatest possible extent. They could run faster, attack more quickly, and possessed strong resistances. It was definitely the most underrated class.
But it was also the class least suited to multiclassing. Monks were almost always single-classed. They had to train relentlessly and focus on honing themselves. Talent mattered, but effort and state of mind mattered even more.
On top of that, Monks performed poorly at low and mid levels. They only really began to shine above level 13.
'I'll consider multiclassing into Monk once my Dexterity reaches the mortal limit.'
Rangers were wandering warriors infused with primal magic. They generally specialized in ranged attacks and also possessed some spellcasting ability.
'Neither of those really fits my fighting style. That only leaves Druid.' Anser considered his options.
Clerics required faith as their foundation. He was merely a casual believer. He might invoke the Platinum Dragon God's name, but in truth, he didn't particularly believe in that whole doctrine of pure goodness.
Many of his actions could qualify as Lawful Good, but only when his own safety was assured and his interests weren't being harmed.
Druids were actually quite similar to Clerics. Both were priests.
One was a divinely blessed priest who served a deity, while the other was a nature priest who served primal powers.
The latter was more flexible. Aside from a few specific subclasses, Druids generally had no strict requirements regarding alignment or faith.
'Druid it is. At least it's a full caster. They don't call it the budget Cleric for nothing.'
He selected the symbol representing [Multiclass] on the die, chose Druid, and clicked repeatedly as his experience points rapidly drained away.
All the images vanished in an instant. Anser's mind jolted, and in a daze, he found himself transformed into an inheritor of an ancient circle, commanding the mighty forces of nature.
He could command animals and plants, heal injuries, transform into beasts, or call upon the four elements to rain down destruction.
...
[Class Acquired: 2nd-level Druid]
Primary Ability: Wisdom.
Skill Proficiencies: Arcana, Nature.
Weapon Proficiencies: Simple Weapons.
Tool Proficiency: Herbalism Kit.
Armor Training: Light Armor and Shields.
You gain the following class features: [Spellcasting], [Druidic], [Primal Order], [Wild Shape], [Wild Companion].
You gain one new Feat.
[Spellcasting]: Through studying the mysterious primal powers of nature, you have learned how to cast spells.
You know two Druid cantrips: [Druidcraft], [Primal Savagery].
Currently Prepared Spells: [Goodberry], [Animal Friendship], [Speak with Animals], [Snare], [Create or Destroy Water].
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