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Psionic 5e

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100% found this document useful (1 vote)
202 views11 pages

Psionic 5e

Uploaded by

RaphaëlDubeau
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© All Rights Reserved
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  • Class Features
  • Psionic Talents
  • Psionic Cores
  • Telekinetic Adept
  • Soulknife
  • Psionic Soul
  • Psychic Strike
  • Spell List
  • End Page
SIG yy Wi) Kamimura ‘The Psionic Level Proficiency Bonus Features 1st #2 and #2 Psionic Die Psionic Talent, Psi Replenishment(one use) Dé Psionic Core D6 3rd 2 5 Dé 4th 42 Ability Score Increase Dé sth 8 E Ds 6th 8 Psionic Core Feature 7th 8 5 ps 8th 8 Ability Score Increase D8 sth +4 E Ds 10th +4 vith +4 12th 4 Ability Score Increase, Psionic Core Feature 13th 8 : 14th 5 Extra Attack Psi-Enhanced Metabolism Psi Replenishment (two uses) 15th 6 E 16th * 17th 46 I 18th +6 19th +6 Ability Score Increase Psionie Core Feature Ability Score Increase 20th +6 Crass FEATURES Asa Peionic, you gain the following class features Hin PoINTs Hit Dice: 1d8 per Psionic level Hit Points at Lat Level: 8+ your Constitution modifier Hit Points at Higher Levels: 148 (or 5) + your Constitution ‘modifier per Psionic level after Ist PROFICIENGTES ‘Armor: Light Armor Weapons: Simple Weapons Toole: one musical instrument Saving Throws: Inieligence, Wisdom Skill: Choose two from Investigation, Stealth, Deception, Perception, Performanc EQurement You start withthe following equipment, ination tothe eaiment granted by your background ‘+ (@)a studded leather armor or (b)a leather armor, simple ranged weapon and 20 pieces of ammunition. + (@)two dagger or (b)a simple mecle weapon Psychic Aura + (@)a dungeoncer’s pack or (b)an explorer's pack. Is Pst A FoRM OF MaGic? Psiis a supernatural power that emanates from the mind, Like other forms of supernatural power in D&D, it can be used to create magical phenomena, yet itcan create other sorts of phenomena as wel. | In the game's rules, only certain supernatural effects are classified as magical: magic items, spells, spel Pl attacks, powers fueled by spell slots, and any other effect thatthe rules explicitly call magical. This | distinction is rarely relevant in play, typically coming up only when something like an antimagic field supernatural effects in D&D weave their power into a formalized forrn —a spel for instance—that other effects ean disrupt. In contrast, there are y other supernatural effects that are so wild formless, or subtle that it is difficult or impossible to disrupt ¢ ther. In this article, some of the psionic powers create what the rules consider to be magic and sore don't PSIONIC TALENT You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel iin various ways. ‘This power is represented by your Psionic Talent die, the starting size of which is.a d6,At Ist level you start with three Paionie Talents Telekenetic Strike, Psi-Bolstered Knack and. ‘Telepathie Speech, Psionic Talent Options. You csa use your Peionie Talent die in the following ways: ‘+ Telekinetic Strike. You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage toa target within 30 feet of you with weapon attack, you can roll your Psionie Talent die and also deal force damage to the target equal to the number rolled, + PoiBolstered Knack. When your nor-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turing failure into success ‘+ Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Peionic Talent die, For a number of hours equal to the ‘umber you rolled you and the chosen creature can speak telepathically with each other while the two of you are ‘within a number of miles of each other equsl tothe number you rolled. To understand each other, vou each rmust speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to orm a connection with a different creature. Changing the Die’s Size. Ifyou roll the highest number on ‘your Psionie Talent die, it decreases by one die size after the ‘oll This represents you burning through your psionic energy. For example, ifthe die is 2 d6 and you roll a6 it becomes a 4. fits a d4 and you roll a4, it becomes unusable until you finish a long rest. Conversely, ifyou roll a 1 on your Psionic ‘Talenitie,ikingreases by one die size after the fol starting son ne represents you conséfving psi r example, ifyou roll 1 on a 44, d senever you finish along rest, your Ps evel (48) 11th level (410) and 170 the Class table. ain inti yo finish a long rest, Yo tte at LAth level PsIONIC CORE ‘When you reach 2nd level you begin to refine your Psionic Talents choosing a core way how to use your powers. Choose from: Psi Knight, Soul Knife or Psionie Soul Your choice grants you features at 2nd level and again at 66th, 12th and 18th level ABILITY SCORE IMPROVEMENT at Sth, 12th, 16th, and score of your choice by ‘scores of your choice by 1. As ty score abave 20 using this When you reach 4th level. and agai 19th level you can increase one a 2, or you can increase two abi normal, you can' increase an al feature, Using the optional feats rule, you can forgo taking this Ieature to take a feat of your choice instead Extra ATTACK Beginning at 10th level you can attack twice, instead of once, ‘whenever you take the Attack action on your tur. PsI-ENHANCED METABOLISM ithrtevel Psionic Feature ‘The psionic energy flowing through you has bolstered your ‘mind and body. You have resistance to poison and paychic damage, and you are immune (othe poisoned condition, PsycHic AURA 20th level Psionie your Psionie Talent die is available, you can unleash your psionic power ina crackling aura of paychic energy, as a bonus action, you can magically radiate this transparent, 30 footradius ara for 1 minute or until you're incapacitated or lose the use of your Psionic Talent die, Whenever a creature starts its turn in the aura or moves into it for the first time on. ‘2 turn, you can roll your Psionie Talent die and deal peychic damage to the creature, equaling the number rolled plus your Intelligence modifies. the creature takes any ofthis damage, its speed is halved antl the start of ts next turn, K PsIONIC CORES Pst KNIGHT When choosing this Core at 2nd level you gain bonus proficiencies and learn additional Psionic talents at Sth, 9th, 13th and 17th. BoNus PROFICIENCIES ‘Armor: Medium Armor ‘Weapons: Martial Weapons Psonic TALENT You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel iin various ways. You can choose one of the following psionic talents wich dont ‘count against your maximum ammount ‘+ Protective Field. When you or another ereature you can ‘sce within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the ‘damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1} as you ereate & momentary shield of telekinetic force ‘+ Psi-Powered Leap. When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot) This extra distance costs you only 1 foot of movement. ENHANCED CHANNELING Also at 2nd level you can choose a way how you channle your powers, you can choose one of the following options: + INTERNAL CHANNELING You choose to focus on channeling your Psionic powers nside your body, improving yourself and shaping your body {nto an weapon. When choosing this option, you gain the following Psionic Talents: ‘+ At 2nd level: When attacking without a weapon, you can use your Psionic Die to determine the outcome of the ‘damage, you also can use your Intelligence modifier isntead of strenght or dexterity when adding your bonus to attack rolls, Your attacks with your fise counts as Magic ‘Weapons for the sake of overcoming resistances. ‘+ AtSth level: You can cast the Enhance Ability Spell as Reaction but its duration lasts only until the end of your next turn. Whenever you use this Psionie Talent you can {forgo the verbal somatic and material components for it but decrease your Psionic die by one size, Additional you ‘can only target yourself with i ‘+ At th level: You can cast the Haste Spell as an action for a ‘number of times equal to your Intelligence modifier. You dont need to concentrate on it and can forgo the verbal, somatic and material components but suffer I level of exhaustion atthe end of its duration. Additional you can, only target yourself with i. ‘+ At 13th love: You can cast the Tensers Transformation spell as an action once per long rest. You dont need to concentrate on the spell and can forgo the verbal somatic and material components oft but you suffer I level of exhaustion atthe end ofits duration instead of rolling the saving throw. Additional you can only target yourself with ‘+ At17¢h level: You can cast the Foresight spell as an action ‘once per day, You doat need to concentrate on the spell and can forgo the verbal, somatic and material components bt its duration is 10 minutes. Additional you can only target yourself with it + ExTERNAL CHANNELING You choose to focus on channeling your psionic powers outside of your body or into an object, using it as an extention ‘of your body. When choosing this option you gain the following Psionic Talents: ‘+ At 2nd level: You can east the Shadow Blade spell as an bonus action at will, dont require concentrating on the spell can forgo the verbal and somatic components, You can only Create a single weapon at a time but can also choose from martial weapons, ‘+ ALSUh level: You can cast the Psionic Blast spell as an action a number of times per day equal to your Intelligence ‘modifier and can forgo the verbal components. The area changes to an 15{t radius centerd on yourself ‘+ At Oth level: Vou can cast the Steel Wind Strike spell as an action a numberof times per day equal to your half Intelligence modifier (rounded up) and can forgo the somatic and material components, Additionaly the range it 608 instead of 30. ‘+ At 13th level You can cast the Investiture of Wind spell as, an action once per day. You can forgo the verbal and. somatic components and dont need to concentrate o bat the duration is only 1 minute. You can decrease your Peionie Talent die by one size to regain one tse ofthis abil ‘+ At 17th level: You can cast the Psychic Scream spell as an action once per day. At the end of your turn you gain 1 level of exhaustion. Additionaly the range becomes 308, hits everyone in range and everyone in range has disadvantage. You can decrease your Psionie Talent die by one size to use this feature again. ‘TELEKINETIC ADEPT (th-level Psi Knight feature You have masterd a new way to use your telekinesis and gain one of the following Paionic Talents wich doesnt count towards your maximum ammount you can have, You can choose from: ‘+ Peionic Thrust. When you deal damage toa target with the Telekinetic Strike of your Psionie Talent, you can force the target to make a Strength saving throw against a DC ‘equal to 8+ your proficiency bonus + your Intelligence modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally, ‘+ Telekinetic Movement. If your Psionic Talent die is available, you can move an objector a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. you can see the target and itis within 30 feet of Yyou, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, iit is a Tiny abject, you ean move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size. BULWARK OF FoRcE 12th-level Psi Knight feature You can shield yourself and others with telekinetic force. As ‘bonus action, you can choose creatures, which can inchide ‘you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature) Each of the chosen creatures is protected by half cover for | minute or until youre incapacitated. Once you use this feature, you can't do so again until you finish along rest, unless you decrease your Psionic Talent die by one die size to use this feature again ‘TELEKINETIC MASTER 18th-evel Psi Knight feature Your ability to move creatures and objects with your mind is ‘matched by few. Ifyour Psionic Talent die i available, you can cast the telekinesis spel requiring no components. Your > spelleasting ability forthe spells Intelligence. When you cast this spell, your Psionic Talent die decreases by one die size SOULKNIFE When choosing this Core at 2nd level you also gain the ability to Sneak Attack. SNEAK ATTACK Beginning at 2nd level, you know how to strike subtly and exploit a foc's distraction. Once per turn, you can deal an extra 11d6 damage to one creature you hit with an attack if you have advantage on the attack roll The attack must use a finesse or ‘a ranged weapon You don't need advantage on the attack rol if another enemy of the target is within 5 feet oft that enemy {isn’t incapacitated, and you don't have disadvantage on the attack roll ‘The amount ofthe extra damage increases as you gain levels in this class, shown in the Sneak Attack column, SNEAK ATTACK Level Ammount 2nd 1d6 6th 2d6 loth 36 Vath 4d6 18th 5d6 PsycHic BLADES 2nd level Soulknife feature You can manifest your psionic power as shimmering blades of paychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifesta psychic blade from your free hand and make the attack with that blade, This magic blade isa 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 your Psionic die plus the ability modifier you used for the attack roll The blade vanishes immediately after it hits or isses its target, and it leaves no mark on its target ifit deals damage. When you hit your target with your first attack during this turn you can use a bonus action to make one more attack. against the same target. Sour BLapEs 6thevel Soulknife feature Your Paychic Blades are now an expression of your psi suffused soul, giving you finer control over them. Choose one ofthe following Psionic Talents: ‘+ Homing Strikes. Ifyou make an attack roll with your Paychie Blades and miss the target, you can roll your Peionie Talent die and add the number rolled to the attack roll If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled + Psychic Teleportation. Ifyour Psionic Talent dic is. available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, ‘you manifest one of your Psychic Blades and throw itat an ‘unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent dic. You then teleport to that space, the blade vanishes, and ‘your Psionic Talent die decreases by one die size. PsIonic VEIL ‘2th level Soulkaife feature You can weave a veil of psychic static to mask yourself. As ‘an action, you can magically become invisible, along with anything you are wearing or carrying, for LO minutes or until you dismiss this effect (no action required) This invisibility ‘ends if you deal damage to a creature or ifyou force a creature ‘to make a saving throw. Once you use this feature, you cart do ‘50 again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again REND MIND 18th-evel Soulknife feature You can sweep your Psychic Blades directly through a creature's mind When you use your Paychic Blades to deal Sneak Attack damage toa creature, you can force that target to make a Wisdom saving throw (DC equal to 8+ your proficiency bonus + your Desterity modifier).Unless the save succeeds, the target is stunned unt the end of your nex turn ‘Once you use this feature, you can do so again until you finish a long rst, unless you decrease your Psion Talent die by one die sie to use this feature again Psonic SouL When choosing this Core at 2nd level you also gain the ability [Link] Spells. ‘SPELLCASTING Your ability to controll your Psionie Ability fuels your spells. ‘See chapter 10 of the Player's Handbook for the general rules, of specasting and the end ofthe class description for your spell list. CanTRIrs At 2nd level you know two cantrips of your choice from the Psionie spell it, You learn additional Paionic eantrips of your choice at higher levels, as shown in the Cantrips Known coluran of the Psionic table. SPELL SLots ‘The Psionic Soul table shows how many spell slots you have [Link] your Psionic spells of Ist through Sth level The table also shows what the level of those slots is; ll of your spell slots are the same level To cast one of these Psionie spells, To cast one of your Psionic spells of 1st level or higher, you must expend a spell lot You regain all expended spell slots when ‘you finish a long rest For example, when you are 10th level you have two 3rd level spell slots. To cast the 2ncb-evel spell Mind Spike, you ‘must spend one of those slots, and you cast it as a 3rd-level spell SPELLS KNOWN OF 1ST LEVEL AND HIGHER At 2nd level you know two Lstlevel spells the Psionic spell ist ‘The Spells Known column of the Psionic Soul table shows when you learn more Psionic spells of your choice of Ist level and higher. A spell you choose must be ofa level no higher than what's shown in the table's Slot Level column for your level When you reach 9th level for example, you learn a new Psionic spell. which can be Ist or 2nd level ‘Additionally, when you gain a level in this class, you can choose one of the psionic spells you know and replace it with another spell from the psionic spel ist, which also must be of a level for which you have spel slots. Intelligence is your spelleasting ability for your Psionic spells, ssince you Tearn your spells through dedicated study and memorization. You use your Intelligence whenever a spell, refers to your speleasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psionie spell you east and when making an attack roll with Spell save DC =5 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spelleasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells. -your choice from > Pstonic SOUL SPELLCASTING Level Catrips Known Spells Known Spell Slots Slot Level 1st : : : 2nd Ist 3rd Ast 4th ist 5th Ast 6th and 7th and 8th 2nd Sth 2nd Toth 2 3rd vith 3rd Vath 13th 3rd 14th 15th 6th 17th 18th 19th 20th PSsIONIC TALENT ‘Also at 2nd level you ean choose one of the following ‘Talents + Psionic Discovery. You can unlock the ability east a ‘[Link] Psionic spell you dont already know: After ‘meditating for 10 minutes(which can be done during a rest} roll your Psionic Talent die, and choose a Psionic spell ofa level for which you have spel slots and that is in the schoo! of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled ‘+ Paychic Sorcery. When you cast a spell, you can use your ‘mind to form it, rather than relying on words, gestures, and materials. To do so, rll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level ofthe spell or higher, the spell doesnt require somatic for material components either. PSYCHIC STRIKE 6th-Jevel Psionie Soul feature ‘You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a Psionic spell for which you expend a spell slat, you can roll your Psionic Talent die and also deal psychic damage to that creature equal (o the number rolled You can deal this extra damage only once per turn EXTENDET PSYCHE 12th level Psionie Soul Feature At 12th level your gaining your first Extendet Spell wich is 2 6h Il spell from your Psionics spell list. You have learnd to tap into an hidden power that surounds everything, granting you stronger Spell like Abilities. You gain more powers as you grow stronger gaining an 7th level Spel at 14th level. an 8th level spell at 16th level and an 9th level spell at 18th level Each use of those spells decrease your Psionic Talent die by wo sizes. Minp Over Bopy 18 level Psionic Soul feature You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can rl ‘your Psionic Talent die and spend 1 Spell Slot o magically transform yourself for a number of hours equal to the number" rolled. Until the transformation ends, you gain one of the following benefits of your choice: ‘+ You can see any invisible creature within 60 feet of you, provided it isnt behind total cover. ‘You gain a fying speed equal to your walking speed and you can hover. + You gain a swimming speed equal to twice your walking ‘speed, and you can breathe underwater + Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any ‘space as narrow as 1 inch without squeezing, and you ean ‘spend 5 feet of movement to escape from nonmagical restraints or being grappled Canrrips (0 Levet) Booming Blade Control Flames Elérteh Blast Friends Guidance Gust Mage Hand Message Mind Sliver Minor illusion Mold Earth Prestidigitation Ressistance Shape Water Sword Burst ‘Thaursaturgy Thunderclap True Strike Vicious Mockery Ast LeveL Anil Friendship Bane Beast Bord Bless Catapult Cause Fear Charm Person Comnmand Compelied Duel Comprehend Language Dissonant Whispers Earth Ternor Expedltious Retreat, Feather Fall Floating Disk Heroism Hideous Laughter Ie Insinvation sure Mage Armor Magic Missile Shield Shield of Faith sleep Speak with Animals Thunderwave Unseen Servant Zephyr Strike 2no LeveL Animal Messenger Beast Sense Blindness/Deafness Blur Calm Emotions Cloud of Daggers Continual Flame Cordon of Arrows Crown of Madness Darkvision Detect Thoughts Dust Devil Earthbind Enhance Ability Enthrall Flarne Blade Gust of Wind Heat Metal Hold Person Knock Lesser Restoration Levitate Mental Barrier Mind Spike Mind Thrust Mirror image Misty Step Phantasmal Force Ray of Enfeeblement See Invisible Shadow Blade Shatter Skywrite Spider Climb Spiritual Weapon ‘Suggestion Thought Shield Warding Wind Zone of Truth 3RD LEVEL Beacon of Hope Blink all Lightning, Catnap Clairvoyance Counterspell Dispel Magic Enemies Abound Erupting Earth Fear Fy Haste Hypnotic Pattern Lightning Bolt Major Image Melfs Miniature Meteor Nondetection Psionie Blast Sending Slow Thunder Step Tidal Wave Water Walk Wind Wall 47H LeveL, Charm Monster Compulsion Confusion Control Water Dominate Beast Ego Whip Freedom of Movement Grasping Vine Hallucinatory Terrain Locate Creature Stone Shape Storm Sphere StH Leven Anienate Objects Antilife Shel ‘Arcane Hand Awaken Circle of Power Conjure Volley Control Winds Destructive Wave Dominate Person Dream Far Step Geas Hold Monster Immolation Intellect Fortress Maelstrom Mislead Modify Memory Rary's Telepathic Bond Serying Skill Empowerment Steel Wind Strike Swift Quiver Synaptic Static Telekinesis Wall of Force Wall of Light 6TH LeveL, Blade Barrier Bones of the Earth Chain Lightning Contingency Disintegrate Eyebite Find the Path Globe of Invulnerability Harm Investiture of Flame Investiture of Ice Investiture of Stone Investiture of Wind Magic Jar Mass Suggestion Mental Prison Move Earth Otto's Iresistible Dance Primordial Ward Programmed Illusion Psychic Crush Scatter Sunbearn Tenser’s Transformation True Seeing: 77H Lever Delayed Blast Fireball Forcecage Mirage Arcane Mordenkainen’s Sword Power Word Pain Project Image Reverse Gravity Simulacrura Teleport Whirlwind 87H LeveL Antimagic Field Antipathy/Sympathy Control Weather Earthquake Feeblemind Glibress Illusory Dragon Maze Mind Blank Telepathy 9TH Lever Astral Projection Foresight Imprisonment Psychic Scream Time Stop Weird TK. 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