AndrewDM » Dungeons & Dragons » [5e] Psionist Class - Rewrite [ALPHA]

Tags: Homebrew

[5e] Psionist Class - Rewrite [ALPHA]

Introduction to the Psionist Class [5e]

The Psionist

As a Psionist, you gain the following class features.

Hit Points

Proficiencies

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Psionist Class Progression Table

Prof. Max
Level Bonus Features Psi Power Cantrips Powers
Points Level Known Known
1 +2 Mind Powers, Thought Sensitivity 4 1st 3 2
2 +2 Psionic Focus 6 1st 3 3
3 +2 Psionic Discipline Feature 14 2nd 3 4
4 +3 Ability Score Improvement 17 2nd 3 4
5 +3 27 3rd 4 5
6 +3 Psionic Discipline Feature 32 3rd 4 6
7 +3 38 4th 4 7
8 +3 Ability Score Improvement 44 4th 4 7
9 +4 57 5th 4 8
10 +4 Psionic Domain 64 5th 5 9
11 +4 73 6th 5 10
12 +5 Ability Score Improvement 73 6th 5 10
13 +5 83 7th 5 11
14 +5 Psionic Discipline Feature 83 7th 5 12
15 +5 94 8th 5 13
16 +5 Ability Score Improvement 94 8th 5 13
17 +6 107 9th 5 14
18 +6 Psionic Discipline Feature 114 9th 5 15
19 +6 Ability Score Improvement 123 9th 5 16
20 +6 Perfect Mind 133 9th 5 17

Mind Powers

All Psionic abilities except those that cast spells are mind powers. Intelligence is your psionic ability for your mind powers. Your intellect determines the strength of the psionic effects you manifest. In addition, you use your Intelligence modifier when setting the saving throw DC for a mind power or when making an attack roll with one. Manifesting mind powers does not require verbal, somatic, or material components unless those components have an explicit cost associated with them or are consumed.

Psi Points

Psi points represent a Psionist's pool of mental energy. It expands as she gains levels in the Psionist class and becomes more powerful. When manifesting powers, she uses a number of psi points according to the table below.

Power Level Point Cost
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

All spent psi points are recovered after a long rest.

Psionic Ability

Mind Powers Save DC = 8 + your proficiency bonus + your Intelligence modifier

Mind Power Attack Modifier = your proficiency bonus + your Intelligence modifier

Thought Sensitivity

As a Psionist, you are attuned to the thoughts and feelings of others, as well as the concentration of psionic energy in an area.

Psionic Focus

When you reach 2nd level, you may choose to focus your psionic potential in one of two directions: inward or outward.

Internal Focus

Psionic Recovery: Once per day when you finish a short rest you may regain a number of psi points equal to your Psionist level (up to 9).

External Focus

Force of Will: Once per short rest when manifesting a mind power you may add your proficiency bonus to your Mind Power Attack Modifier or Mind Power Save DC. You must choose to do so before the roll is made.

Psionic Domain

When you reach 10th level, you may choose to focus your psionic potential towards an aspect of reality: mind, body, time, or space.

Mind Domain

Psionic Restoration: Once per short rest on your turn you may remove a mind-altering condition from yourself. Alternatively, you may use an action to end a mind-altering condition from a creature you touch. These may be Charmed or Frightened.

Body Domain

Psychoportation: Your movement speed is increased by 10 ft and you gain proficiency in dexterity saving throws.

Time Domain

Chronostutter: Once per short rest on your turn you gain an additional bonus action.

Space Domain

Far Manifestation: The max range of your psionic powers with ranges greater than self is increased by 20 ft.

Perfect Mind

Over years of study and experience in the Hidden Art, you have mastered the use of your most powerful psionic powers. Upon reaching 20th level, the restriction on manifesting high level powers no longer applies to sixth and seventh level powers.

Psionic Disciplines

Psionic Disciplines represent the ways in which Psionists interact with the Psionic Field and manifest their powers. You select a discipline at 3rd level and it grants abilities at 3rd, 6th, 14th, and 18th levels.

Internal External
Mind Cogitation Domination
Body Sympathy Manifestation
Time Prescience Anticipation
Space Metapsionics Apportation

Cogitation [4/4]

Clarity of thought, memory, action and connection to thinking creatures.

Mimic Skill: At 3rd level, you learn to tap into the minds of those around you to temporarily mimic their skills. As an action, you may target a creature within 30 feet of you. An unwilling creature makes an wisdom saving throw or is affected. You may learn a skill, armor, weapon, or tool proficiency from the targeted creature. You may only mimic one proficiency with this ability at a time, but may target a new creature at will. The targeted creature must have the chosen proficiency for you to gain it. You retain the proficiency while in the presence of the mimicked creature, but the proficiency disappears when the creature moves more than 30 feet from you.

Touch of Tongues: If a creature speaks at least one language, as an action you may concentrate to translate their intentions, though not their exact wording, into a language you know. This uses your concentration for manifesting mind powers or casting spells and the effect ends when you cease concentrating on it.

Tactician: You learn to use sensory information from those around you when aiming your manifestations. When determining if you can see a creature or object for a spell, mind power, or other ability, you may use the senses of any creatures within 60 feet of you instead of your own. An unwilling creature makes a wisdom saving throw or is affected.

One With All: You thrive in areas of high density psionic energy. Once per long rest, you may enter a psionic trance which provides a variety of benefits. While in the trance you gain proficiency in all skills, languages, and saving throws, automatically succeed concentration checks, and any psionic abilities that you manifest or spells you cast are considered to be manifested or cast from one level higher (maximum of 9th level). This effect lasts a number of minutes equal to the number of thinking creatures within 60 feet of you when you enter the trance (maximum 10 minutes). Your own senses are considered blinded and deafened for the duration. After the trance ends you gain 1 level of exhaustion.

Sympathy [4/4]

Psionic Blade Ward: You learn to ready your body to withstand damaging strikes. As a bonus action, you may spend a psi point to manifest the psionic cantrip Blade Ward (you don't have to be able to manifest that cantrip normally).

Empower Object: You learn to imbue objects with psionic energy to produce a minor effect. As a bonus action, you may touch an object of size small or smaller and choose to imbue it with one of the following effects until the beginning of your next turn:

If a chosen affect applied to an object would deal damage, you and any number of chosen creatures are immune to taking that damage from that effect.

Reliable Psychometry: You may manifest the 2nd level mind power Psychometry at will without spending psi points. Additionally, while in the attunement trance you may choose to move to the perspectives of nearby objects within line of sight of the object you hold. The effect ends if your chosen object ever leaves line of sight of the original object.

Kinetic Avatar: You extend your sense of self into the world around you, animating and controlling objects and structures in your vicinity, then pulling them around you in a swirling cocoon of armor. The effect lasts for 1 minute. After the effect ends, you gain one level of exhaustion.

Prescience [4/4]

Detect Strike: You sense when an opponent decides to strike you and can mentally prepare yourself. When you are attacked by a creature you can see, you may use your reaction to get a +2 bonus to armor class against that creature until your next turn. At 14th level, this increases to a +4 bonus. You may use this feature a number of times equal to your Intelligence modifier (minimum 2) per short rest.

Predict Disaster: Once per short rest, when you make a roll at disadvantage, you may choose to roll normally instead.

Read the Past: If you would roll less than a 20 on a History check, you roll a 20 instead. If a person you hear makes a statement about a past event, you can tell if they are lying.

Grand Oracle: The Myriad possibilities of time: past, present, and future are laid bare before you. Through communing with the remnant collective consciousnesses present within the Psionic Field, you gain the following features:

Metapsionics [4/4]

Extended Focus: You may choose both options of the Psionic Focus feature (both Internal and External).

Diminish/Enhance Psionics: You have learned the deep secrets of the Hidden Art. Once per short rest, when you or a creature you can see manifests a psionic power or you encounter an existing psionic effect, you may choose to apply one of the following effects to modify it as a reaction.

*Advanced Metapsionics*: You gain an additional use of your Diminish/Enhance Psionics feature per short rest and the following additional options.

*Unleash Potential*: Once per long rest as an action you plant a seed of psionic ability in a willing creature you touch. For 24 hours they gain the ability to manifest a psionic power of your choice of 2nd level or lower (or a cantrip) and gain 6 psi points. If you manifest this ability on the same target every day for a month (30 days), the change becomes permanent and the creature is considered to be able to innately manifest that ability. You may not grant more than one ability to a creature, nor can you target a creature that already can manifest psionic abilities. It's Mind Power Save DC and Attack Modifier are determined by its Intelligence.

Domination [4/4]

Deep Suggestion: You may manifest the second level mind power Suggestion once per long rest without expending any psi points. When you do, the creature you target has disadvantage on the saving throw.

Psychic Potency: When you deal psychic damage to a target that is stunned, you may deal damage as though it were a critical strike.

Psychic Entity: When you die, you may attempt to force your way into another creature's body to continue living. To do so, a target creature within 30 feet of you makes a Charisma saving throw. On a success, you die, otherwise, you take control of the target's body and force their consciousness into dormancy. You gain their physical features (Strength, Dexterity, Constitution) but retain all of your other traits. Once every 24 hours, or whenever you take damage greater than 50% of your max hit points, the dormant consciousness may attempt to resume control of the body by making a Charisma saving throw. On a success, you are forced out of the body and must either attempt to use this feature again on a different target or die.

Enslave: Once per long rest as an action you may target a creature you can see within 30 feet of you. The target must succeed on a Wisdom saving throw or be charmed by you until you die or are on a different plane of existence from it. The charmed target is under your control and can't take reactions, and you and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, it can repeat its saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least one mile away from you.

Manifestation [4/4]

Astral Armor: As an action, you may conjure a coating of astral matter which covers the skin. This coating lasts for 1 hour and radiates dim light. Your AC becomes 13 + your Dexterity modifier for the duration. As a reaction, you may explicitly harden the coating, which temporarily increases your AC to 15 + Dex, but destroys the armor afterwards in a flash of bright light. Creatures within 5 feet of you when the armor is destroyed must make a Constitution saving throw or be blinded until your next turn.

Astral Weapon: You learn to emulate the effects of the 2nd level Cleric spell Spiritual Weapon as a 2nd level mind power except the conjured weapon is considered to be made of Astral matter and radiates dim light. Additionally, the first time you manifest your Astral weapon each day, you may do so without spending psi points.

Durable Manifestation: When you create or conjure a creature it gains 20 temporary hit points. While you are wearing your Astral Armor, you gain 20 temporary hit points.

Astral Affinity: Powers and effects that create creatures or manifestations made of astral matter cost half as much to manifest and last twice as long (this includes those created by your Astral Armor and Astral Weapon features).

Anticipation [4/4]

Force Repulsion: As an action you may have target creature within 60 feet of you makes a Strength saving throw. If it fails, it is pushed up to 30 feet away from you and requires spending twice its movement to approach you until your next turn.

Kinematics: You learn the Minor Kinematics Cantrip with the slight differences noted below.

*Phasing*: Once per short rest, as an action on your turn, you may become intangible until your next turn. You may pass through solid objects and are invulnerable to nonmagical bludgeoning, slashing, and piercing damage, but not structures, boundaries, or weapons created by magical force. Your gear may become intangible with you. If you would end your turn inside an object, you take 6d8 bludgeoning damage and are ejected to the nearest unoccupied space. If you end your turn inside another creature, you both take this damage.

Time Skip: Once per long rest you may target a creature within 60 feet of you. That creature makes a Charisma saving throw. If it fails, that creature skips its next round of combat.

Apportation [4/4]

Call Energy: You feel the cosmic pull of the planes of Positive and Negative Energy. Once per long rest, as an action you may cover an 20-ft radius sphere centered at a point you can see in planar energy. Choose either a) the Positive Energy Plane or b) the Negative Energy Plane. The covered area is either a) bathed in a dull glow or b) shrouded in a misty shadow which a) heals each living creature in range by 1 hp at the end of each creature's turn or b) deals 1 damage per turn to all living things in range and the end of each creature's turn. Maintaining this effect requires concentration and may last no longer than a minute.

Planar Abjuration: Once per short rest, as a reaction to a spell or effect within 30 ft of you that would deal fire, cold, lightning, thunder, radiant, or necrotic damage, you channel the powers of the elemental and outer planes to reduce the damage dealt by an amount equal to your Intelligence modifier + your Psionist level. If the spell or effect has an area of effect, the damage each affected creature takes is reduced by this much. Damage reduction is applied before applying resistances.

Banishing Blasts: Once per short rest, when a creature native to a different plane of existence than the one it is on takes damage from one of your mind powers, you may have it make a Charisma saving throw. If it fails this saving throw, it is banished to its plane of origin sound for 1 minute with a faint popping sound. While there, the target is incapacitated. When the minute is finished, it returns to the nearest unoccupied space from where it left.

Whitefire Portal: You burn a temporary hole through the Astral Plane and into another plane of your choice. Once per long rest, centered on a point within 300 ft of you, you summon raw Astral ectoplasm which burns with hellish, white-hot fury. Any creature standing within 20 feet of the whitefire must make a Dexterity saving throw or take 12d10 fire damage or half on a successful save. Inanimate objects in the area also take the damage and flammable objects may catch on fire. A portal then opens to a plane of your choice as with a Gate spell and remains open for 1 minute as the planes slowly knit themselves back together. Alternatively, instead of a specific location on a plane of your choice, you may choose to have your portal open into a general location in one of the elemental planes or the planes of positive or negative energy. If you do so, creatures who enter or begin their turns within 20 feet of the portal take 6d10 damage of the appropriate elemental or energy type.

MIND POWERS:

Mind Blast: You magically emit psychic energy in a 60-foot cone. Each creature in that area must succeed on a Intelligence saving throw or take 5d8 psychic damage and be stunned for 1 minute. A creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mind Meld: As an action, you may touch a creature with an Intelligence of 5 or greater and attempt to meld your consciousnesses together. Doing so can be dangerous. If you attempt to meld with an unwilling creature, it makes a Wisdom saving throw to block the mental intrusion, otherwise a link is established. While the link is active, thoughts, emotions, and memories are shared freely between yourself and the creature. During a mind meld, since your minds are linked, it is more difficult to lie or to hide information. To do so requires a Concentration (Intelligence) contest for each lie or omission. Either party may attempt to leave the mind meld by repeating the wisdom saving throw (if you attempt to leave, you must also make a wisdom saving throw against your Mind Power save DC). If the link is broken in this way, or in any other way (such as the death of one of its participants or being physically torn from touching one another) before both parties explicitly agree to do so, both parties take 10d6 psychic damage. You may only use this feature once per long rest.

Conjure Astral Construct: Once per long rest, as an action, you may create an Astral construct from Astral matter pulled from the Astral Plane.

Though you may customize the exact form of the construct to your liking, the statistics for the Astral Construct are the same as that of the Helmed Horror (page 183 in the Monster Manual) with the following exceptions:

It gains up to three additional options from the list below (you may choose the same option more than once):

*Imprisonment*: You learn the 9th level Wizard spell Imprisonment as a ninth level mind power. It does not count against the number of powers known, but costs the normal number of psi points to manifest. As a Mind Master, Imprisonment gains an additional option: Mind Prison. You may choose to Imprison the creature directly in your mind. There is no material component needed for this option. If you die or your consciousness leaves your body for a period longer than 8 hours (as with an Astral Projection spell), the prisoner is released. While imprisoned in your mind, the creature may sense what you allow it to sense and you may read the creature's surface thoughts as with a Detect Thoughts spell. No more than one creature may be imprisoned this way at a time.

Impose Will: Once per short rest, you may cause a creature making a saving throw against one of your mind powers, abilities, or your psionic blast to have disadvantage on that saving throw. You must do so before the roll is made. Once you've used this feature on a creature, you may not do so again on that same creature until you finish a long rest.