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Psionic

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Ralf Martin
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0% found this document useful (0 votes)
267 views7 pages

Psionic

Uploaded by

Ralf Martin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
Giass SE Uy PsIONIcs Peionies i a source of power that originates from within a creature's mind, allowing it to augment its physical abilities and affect ‘the minds of other creatures. Psionics and magic are two distinct forces. In general an effect that alters or affects a spell has no ‘effect on a psionic effect. There is one important exception to this rue. A psionic effect that reproduces a spel is treated as magic. A psionic effect reproduces a spell when it allows a psionic creature or character to cast a spell. In this case, psionic energy taps {nto magic and manipulates it to cast the spell OTHERWORLDLY POWER Not every D&D world features psionic power to the same extent. Psionics indirectly originates from the Far Realm, a dimension outside the bounds ofthe known multiverse, The Far Realm has its own alien laws of physics and magie, When its influence extends to a world the Far Realm invatiably spavwns horrific monsters and madness as it bends reality to its own rules. ‘As the laws of reality twist and turn, individual minds can be awakened to the cosmic underpinnings that dictate the form and ‘ature of reality: The tumult caused by the Far Realm creates echoes that can disturb and awaken minds that would otherwise ‘slumber, Such awakened creatures look upon the world in the same way that creatures existing i three dimensions might look ‘upon a twoudimensional realm. They see possibilities, options, and connections that are unfathomable to those with a more limited view of reality THE PSIONIC Level Proficiency Bonus Features Ist 2 Psionic Power, Psionic Order and 2 Mind Sense, Psychic Blades 3rd 2 Order Feature 4th +2 Ability Score Improvernent sth +3 Order Feature, Psionic Power Improvement 6th 8 Psychic Precision, Psychometry 7th 8 Order Feature ath +3 Ability Score Improvement sth 4 Psionic Power Improvement oth +4 Mind Shroud Vth “4 Order Feature 72th +4 Ability Score Improvement 13th 5 Psionic Power Improvement 4th +5 Order Feature 15th +5 Psychic Communion 16th s Ability Score Improvernent 17th +6 Psionie Power Improvement. 18th +6 Order Feature 19th +6 Ability Score Improvement 20th “6 Psionic Body Cass FEATURES Asa psionic, you gain the following clas features Hrr Ponts Hit Dice: 146 per psionic level Hit Pointe at Let Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution ‘modifier per psionic level ater Ist PROFICIENGIES Armor: Light armor ‘Weapons: Simple weapons ‘Tools: None ‘Saving Throws: Intelligence, Wisdom ‘Skille: Choose two from Arcana, History, Investigation, Insight, Perception, and Survival Egurement You start withthe following ecuirment, ination to the ‘equipment granted by your background * two simple weapons: © alight crossbow and 20 bolts + (@)ascholar's pack or (D)an explorer’s pack * eather armor PsIonic POWER Boginning at Ist level you harbor a wellspring of psionic energy within yourself This energy is represented by your Psionie Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they {uel various psionic powers you have. ‘When you reach certain levels inthis class, the size of your Peionic Energy dice increases: at 5th level (48) 11th level (G10) and 17th level (412). ‘Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power ifit requires you to use a die when your dice ae all expended ‘You regain all your expended Psionic Energy dice when you finish a long rest. You can use a bonus action to regain tone expended Psionic Energy die, but you can't do so again until you finish a short or long rest. SAVING THROWS Some of your Psionic features require your target to make a ‘saving throw to resist the feature’ effects. The saving throw Cis caleulated as follows: Psionic save DC =8 + your proficiency bonus + your Intelligence modifier ‘TELEKINESIS ‘You learn to move things with your mind. You learn the mage ‘hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. ‘Asa bonus action, you ean try to shove one creature you can see within § feet ofthe spectral hand created by your ‘mage hand spell When you do so, the target must succeed on 1 Strength saving throw against your Psionic save DC or be pushed 5 feet away from you, ‘TELEPATHY You awaken the ability o mentally connect with others. You can communicate telepathically with any creature you can see within 30 feet of you. Ifit understands at least one language, it can respond to you telepathically. Pstonic ORDER At Ist level you choose a Psionic Order: the Order of the ‘Ascendant, the Order ofthe Astral Reaper, the Order of the Psychic Warrior, or the Order ofthe Oracle each of which is detailed atthe end of the class description, Each order specializes ina specific approach to psionies. Your order gives you features when you choose itat 1st level and additional features at 3rd Sth, 7th, 11th, 14th and 18th level PsycHic BLADES Starting at 2nd level you can manifest your psionic power as shimmering blades of psychic energy. Whenever you make an attack with the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties, It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used forthe attack. roll The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target ifit deals damage. After you attack withthe blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it, The damage die of this bonus attack is 1d4, instead of lds MIND SENSE [At 2nd level as an action you can expend one Psionic Energy dic and open your mind to detect the presence of another creature near you. Until the end of your next turn you know the location of any creature with an Intelligence Score of 4 or higher within 60 fect of you. You know the emotional state of any being whose presence you sense, but not their creature (ype or identity. You can use thi feature a number of times equal to your Proficiency bonus, regaining all expended uses when you complete a long rest. Airy ScoRE IMPROVEMENT ‘When you reach th level and again at 8th, 12th, 16th, and 19th level you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature, PsyCHIC PRECISION Starting at 6th evel, you can augment the deadliness of your psychic attacks, As an action, you can expend a Psionic Energy die to gain a bonus to all attack rolls and damage rolls, ‘with your psychic blades « equal to half your Proficiency bonus (rounded down) for the next minute For the duration, you add your Intelligence modifier to the damage you deal with any psionie cantrip. PSYCHOMETRY ‘At 6th level. your touch grants you supernatural insights. You ‘can use an action to expend one Psychic Energy die and touch a creature or object to learn one piece of information regarding its history. Ifthe target isa creature, you may learn its region of birth, its general area of residence, a group itis currently ailiated “with, or glimpse something of importance to the creature. Ifthe target is an object, you may learn its origin, a glimpse ofits maker oF last owner, the object's purpose, or a magical ‘effect enchanted on the object. ‘You can use this feature a number of times equal to your Proficiency bonus, regaining all expended uses when you complete a long rest MIND SHROUD ‘Starting at 10th level you learn to ward your mind against hostile forces. You gain the following benefits: + You gain resistance to psychic damage + You are immune to being charmed or frightened *+ Your thoughts cannot be read against your will PsycHic COMMUNION ‘Starting at 15th level as an action you can expend two Peionic Energy dice to connect your mind with up to five “willing creatures within 60 feet of you with an Intelligence ‘score of 6 or higher: Fach connected creature can communicate telepathiclly to any other creature connected in this way, Using a bonus action, a connected creature can choose one other connected creature and draw upon its experiences to ain proficiency witha skill or tool the target creature has proficiency in Ifa creature uses this connection to gain proficiency in a ‘skill or tool from a second creature, the proficiency they gained from the first creature immediately ends. ‘The connection ends for a creature if t moves more than 60 feet from another connected creature, or after 1 minute thas passed Any proficiency gained in this way ends when the connection ends. PsIonic BoDy ‘At 20th level your mastery of psionic power causes your ‘ind to transcend the body. Your physical form is infused ‘with psionic energy. You gain the following benefits: + You no longer age. *+ You gain resistance to bludgeoning piercing, and slashing damage from non-magical attacks. + You are immune to disease, poison damage, and the poison condition + Ifyou die, roll a 420. On a 10 oF higher, you discorporate with O hit points, instead of ying, and you fall unconscious. You and your gear disappear. You appear at a spot ofyour choice 143 days later on the plane of existence where you died, having gained the benefits of ‘one long rest. ORDER OF THE ASCENDANT ‘The ascendants are powerful psionie warriors capable of silencing and eviscerating their foes witha single blow. To ascend is to conquer. The ascendants are feared for their ruthless onslaught in battle and many enemies will retreat at the sight of them for fear of being torn apart by their psychic fry, Mrnp Empowers MATTER Starting at Ist level when you choose this order, your hi point maximum increases by land increases by 1 again whenever you gain a evel in this class. ‘Additionally, when you aren't wearing armor or wielding a shield your AC equals 10 + your Dexterity modifier plus your Intelligence modifier. ‘THoucut STRIKE [At 3rd level as an action you can expend one Psionic Energy die to assault the mind of another creature within 15 feet of you that you can see. Rol the die, the creature must sueceed an Intelligence saving throw against your Psionic save DC or suffer psychic damage equal tothe result of the roll plus your psionic level and become unable to speak or concentrate until the end of ts next turn, Exrea ATTACK, Beginning at Sth level you can attack twice, instead of once, ‘whenever you take the Attack action on your turn, PSIONIC LIGHTNING tarting at 7h level as an action you expend up to three Paionie Energy dice to cause a stroke of lightning forming 3 line 30 feet long and 5 feet wide to burst out from you in a direction of your choice. Roll the dice, each creature in the line must make a Dexterity saving throw against your Psionic save DC, taking lightning damage equal to the result ofthe rolls plus your Intelligence modifier ona failed save, or half as much damage on a successful one Improven Psyouic BLADES Beginning at 11th level you are so suffused with psionic power that your melee weapon strikes carry psychic power ‘with them. Whenever you hit a creature with one of your Paychic Blades, the creature takes additional psychic damage equal to your Psionic Energy die. A creature ean only take this extra damage once per turn. LIGHTNING VAULT Starting at 14th level, when you use your Psionic Lightning feature you can use a bonus action to immediately teleport to an unoccupied space touched by the lin. Psycaic ONSLAUGHT Beginning at 18th level as an action you can charge forward ‘up to 120 feet ina straight line damaging every creature in your path, Each creature in your path must make a Dexterity saving throw agsinst your Psionic save DC, taking 10410 psychic damage on a failed save, or halfas much damage on a successful one. Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use this feature again, ORDER OF THE ASTRAL REAPER ‘The astral reapers are fearsome hunters capable of wielding the shadows to slay their prey. Often working alone or in ‘small groups, astral reapers can manipulate shadows with their psionic energies to cloak themselves from the sight of ‘their enemies. They are known for appearing seemingly out of thin air before killing their quarry and returning back to the shadows. Few speak of them for fear that they might appear under the cover of darkness and take them to their strongholds in the astral plane. CLOAKED IN DARKNESS ‘Starting at Ist level when you choose this order, you ean use your action to expend and roll one Psionic Energy die to ‘become invisible while in areas of darkness or dim light. You remain invisible for a number of minutes equal to the result ‘of the roll or until you make an attack, easta spe or enter an area of bright light. AsTRAL SLASH ‘Starting at 3rd level you can use your action to expend one Peionic Energy die and make a melee weapon attack with your Paychic Blades feature against each creature of your choice within 5 feet of you, making a separate attack roll against each creature. The Psychie Blade doesn't vanish until you hit or miss against the last chosen creature. PsyoHic ScyTHE By Sth level you've gained mastery over the Psychic Scythe to inflict terror in those you hunt. A Paychic Scythe is a Paychic Blade with the two-handed property and without the thrown property. It deals Ld12 psychic damage on a hit. Ifyou attack with your Psychic Scythe as part ofthe Attack: action on your turn, you can use a bonus action immediately after to make « melee attack with it. This attack deals 1d4 psychic damage on ait, instead of 1d12 In addition, if you score critical hit with itagainst a creatures astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage. Astra STEP ‘Starting at 7th level using a bonus action you can expend and roll one Psionie Energy die to teleport to an unoccupied “space that you can see within a number of feet of you equal to 5 times the result ofthe roll. PHANTOM BLADE Beginning at 11th level, when you make a melee weapon attack, you can expend and roll one Psionic Energy die to ‘cause the attack to phase through the target's defense. You gaina bonus to the attack roll equal to the result of the roll ‘You can only use this feature once per turn, ENTANGLED PORTAL At Mth level if]on your current turn you used your Astral Step feature to teleport to another space, you can use your reaction to teleport back to your previous space before your turn ends, AstRAL PRISON Starting at 18th level you gain the ability to imprison your tenemies in the astral plane, ‘Asan action, you can create a 10footsiameter sphere within 10 feet ofyourself on a point that you can see. Each creature enveloped by the sphere must make a Charisma saving throw against your Psionic save DC or be temporarily ;prisoned into a demiplane of your creation on the astral plane. While there, a creature becomes petrified and heavily obscured. Divination spells can't locate or perceive the target. ‘The target remains there wn the effet ends, at which point the target reappears in the space it left or inthe nearest ‘wnoceupied space if that space is occupied ‘The effect lasts for 1 minute or until you lose concentration (es if concentrating on a spell). On a successful save a creature is unaffected. Once you use this feature, you can't do so again until you complete a fong rest, unless you expend three Psionic Energy dice to use it again, ORDER OF THE PsycHIC WARRIOR Paychic warriors are noble defenders of esteemed strength and martial prowess. They live to serve their people and protect them from the enemies that wish to destroy them. [A psychic warriors faith is unquestionable, as is their bravery. They are known for secking the most menacing foes oon the battle field and engaging them with great haste. They Ibunger for batle and the honor it brings them in the eyes of their people. They use their psionic power to augment their ‘martial capabilities in melee combat. Sout oF A WARRIOR Starting at 1st level when you choose this order, your hi point maximum increases by 1, and increases by 1 again, whenever you gain a level in this class. In addition, you gain proficiency in medium armor and shields. PsIONIC MOMENTUM Starting at 3rd level your base movement speed increases by 10 feet, and again when you reach 11th level Additionally, you ean take the dash action as a bonus action, Extra ATTACK, [Beginning at Sth level you can attack twice, instead of once, Whenever you take the Attack action on your turn, ‘The number of attacks inereases to three when you reach 11th level in this class. PSIONIC BARRIER AC 7th level. your psionic energy grants you extraordinary fortitude. As an action, you can spend a Psionie Energy die to gain a number of eemporary ht points equal to your Intelligence modifier (minimum of 1) and again atthe start of each of your turns. This effect lasts for 1 minute, and ends early if you drop to 0 hit points or fall unconscious. ADAPTIVE BARRIER Starting at 14th level, your Psionic Barrier has adapted to the harsh effects of extreme elements granting you additional fortitude, ‘When you take acid, cold fire, lightning, or thunder damage while you have temporary hit points granted by your Psionic Barrier feature, you can use your reaction to expend one Peionie Energy die, rotting the die and reducing the damage taken by an amount equal tothe result of the roll IMMORTAL WILL By 18th level you have fortified your body and mind to develop an undying wil ‘You can draw on your reserves of psionic energy to survive beyond death. At the end of your turn while at O hit points, you expend and roll one of your Psionie Energy die to immediately regain a number of hit points equal tothe result ofthe rll plus your psionic level Once you use this feature, you can't do so again until you complete a short or long rest ORDER OF THE ORACLE ‘The Oraci are legendary in their mastery of psionie power, ‘They can manipulate the minds of their enemies, create frightening illusory manifestations, or shield their allies with their psionic energies. The most powerful among them are ‘said to be capable of bending the planes to their will turning ‘a quiet sunny day into an earth shattering storm. ENLIGHTENED MIND ‘Starting at Ist level when you choose this order, your ‘maximum number of Psionic Energy dice increases by 1, and increases by 1 again by whenever you gain a level in this class. PSIONIC SPELLCASTING At Ist level you have an innate ability to manipulate the fabric of reality using your powerful mind. Your mental power fuels your spells. See Spells Rules for the general rules of ‘spelleasting and the Spells Listing forthe Psionic Spell ist Cantrips ‘You know two cantrips of your choice from the Psionic Spell list. You learn additional psionic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oracle Spell table. Preparing Spells of Ist Level or Higher You prepare the list of psionic spells that are available for you to cast, choosing from the Psionie Spell ist. When you do so, choose a number of psionic spells equal to your Intelligence modifier + your psionic level (minimum of one ‘spel}. The spells must be ofa level equal to or lower than the ‘maximum level of a spell you can cast as shown in the Max Spell Level column of the Oracle Spell Table You can change your list of prepared spells when you finish along rest. Preparing a new list of psionic spells requires time spent in meditation: atleast 1 minute per spell level for each spell on your list. Casting Psionic Spells You can cast a psionic spell of Ist level or higher by ‘expending a number of Psionic Energy dice equal tothe level of the spell, divided by 3 (rounded up) up to a maximum spell, ieee the Oracle Spell tabl ‘You can cast up to three spells cach of Ist, 2nd, 3rd 4th and Sth level and one spell each of 6th, 7th, Sth and 9th level Once you've east a spell of Ist level or higher the maximum. ‘umber of times for a spell of that level you can't casta spell ofthat level again until you complete a long rest. ‘When you cast any spel of Ist level or higher from the Psionie Spells list using your Psionic Spellcasting feature, it requires no verbal or somatic components, and it requires no ‘material components, unless they are consumed by the spel. Spellcasting Ability Intelligence is your spelleasting ability for your psionic spells, since the power of your magic relies on your ability to project your intellect into the world. You use your Intelligence ‘whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC fora psionic spell you cast and when ‘making an attack roll with one. ‘Spell save DC= 8 + your proficiency bonus + your Intelligence modifier ‘Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your psionic spells, ORACLE SPELL TABLE Psionic Level Cantrips Known Max Spell Level ast 2 1st 2nd Ist 3rd and 4th and Sth ard 6th ard 7th 4th 4th Sth Sth 6th 6th 7th 7th ath 8th Sth 9th 9th 8th PSYCHIC FORESIGHT Beginning at Sth level you can peer into a possible future to change likely outcome. As an action, you can expend a Peionie Energy de, rotting the die and recording the number rolled You can add or subtract the result ofthe rol to any. attack roll, saving throw, or ability check made by you or a creature that you can see, You must choose to do to before ‘the roll and you can do 80 only once per tur. Each roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. ‘You can use this feature a number of times equal to your Proficiency bonus, regaining all expended uses when you complete a long rest PSYCHIC PERCEPTION ‘Starting at 11th level you can perceive the true nature of really. As a bonus action, you can expend a Psionic Energy die 1 gain Truesight out to a range of 60 feet for 1 minute. For the duration, you are immune to the Blinded condition. Avatar oF THOUGHT By 18th level, you have become a psionic force of legend. As fan action, you can expend three Psionic Energy dice to transform your body into pure psionic energy for 1 minute. ‘While transformed in this way you gain the following benefits + Your Intelligence scare increases by 4, to a maximum of 24, + You gain « number of temporary hit points equal to your bit point maximum, + You can use your action to hurl a stream of psychic energy ‘ata point you choose within 10 feet of you. Each creature ‘of your choice within 5 fect ofthe point must make a Dexterity saving throw against your Psionie save DC.A creature takes 410 psychic damage on a failed save, or hhalfas much damage on a successful one, Once you use this feature, you can't do so again until you complete a long rest PsIONIc SPELL List CANTRIP + Friends + Frostbite + Lightning Lure + Mage Hand + Mind Sliver = Minor Iitusion + Prestidigitation ‘+ Shocking Grasp + Vicious Mockery © Chaos Bolt © Command ‘+ Dissonant Whispers + Faerie Fire + Mage Armor + Magic Missile Sanctuary + Shield + Silent Image + Sleep 2nb LeveL Blur Calm Emotions Detect Thoughts Hold Person Invisibilicy Levitate ‘Mind Spike Mirror Image Misty Step ‘Phantasmal Force See Invisibility Suggestion 3p LeveL Blink + Call Lightaing + Chairvoyance + Fear Py Hunger of Hadar Hypnotic Pattern Lightning Bott Major Image Nondetection Sending 47H LeveL, Arcane Eye Charm Monster Compulsion Confusion Dominate Beast Evard's Black Tentacles Greater Invisibiiy Hallucinatory Terrain Phantasmal Killer ‘Summon Aberration StH Leven Contact Other Plane Control Weather Dominate Person Dream Geas Hold Monster Mislead Modify Memory Rary’sTelepathie Bond Serying ‘Synaptic Static Telekinesis Wall of Force 6TH LeveL Arcane Gate Chain Lightning Contingency Disintegrate Forbiddance Globe of lavulnerability Mass Suggestion ‘Mental Prison True Seeing 71H Lever Porcecage Ptherealness Mirage Arcane Plane Shift Project Image Reverse Gravity Sequester 8TH LeveL Control Weather Dominate Monster Earthquake Feeblemind ‘Mind Blank Power Word Stun Telepathy 97H Lever Astral Projection Foresight Gate Poychie Scream Storm of Vengeance Weird

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