PSI Kid (5e Class)

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The PSI Kid

Psionics, or PSIs for short, are mysterious power that is introduced to the world within less than two decades ago. Due to its new discovery, there are only a few individuals that can wield PSIs, all of who are teenagers. This is why these psionics are known as PSI kids, although the title can be changed as time flows and the users mature.

Not many facts are known on PSIs, but one thing is for sure - one of the most powerful comes from the PSI kid's most favorite thing, of all things. Be it a cork lid from a potion bottle, a rusty coin, or an old book with unintelligible languages, whatever the child takes deep interest in it can be utilized to channel the greatest psionic energy.

Question for the creator: What would a PSI Kid's starting wealth be?

Creating a PSI Kid

This class is probably one of the most flexible classes because you can base your ultimate ability (i.e. PSI Music) off your favorite thing or object. If you are creating a Psionic Child, you might want to ask yourself "What is my favorite thing?" before even trying to make a PSI child.

Quick Build

You can make a PSI Kid quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the folk hero background.

Class Features

As a PSI kid you gain the following class features.

Hit Points

Hit Dice: 1d6 per PSI kid level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per PSI kid level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: One of your choice
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Insight, Survival, History, Perception, and Persuasion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Your favorite thing, which is a trinket of your choice
  • A pouch containing 5 gp

Table: The PSI kid

Level Proficiency
Bonus
Features PSI Fields Known Psionic Points
(PP)
PP Limit
1st +2 Psionics 1+1 2 1
2nd +2 Psionic Preference 1+1 4 1
3rd +2 Psionic Expertise 1+1 7 2
4th +2 Ability Score Improvement 1+1 9 2
5th +3 2+1 11 3
6th +3 Psionic Preference feature 2+1 14 4
7th +3 Life Tap 2+1 16 4
8th +3 Ability Score Improvement 2+1 18 4
9th +4 3+1 21 5
10th +4 Psionic Preference feature 3+1 23 5
11th +4 Omega Psionic Powers (1 use) 3+1 25 5
12th +4 Ability Score Improvement 3+1 27 6
13th +5 Omega Psionic Powers (2 uses) 3+1 29 6
14th +5 Psionic Preference feature 3+1 31 6
15th +5 Omega Psionic Powers (3 uses) 3+1 33 6
16th +5 Ability Score Improvement 3+1 35 6
17th +6 Omega Psionic Powers (4 uses) 3+1 37 7
18th +6 4+1 40 7
19th +6 Ability Score Improvement 4+1 44 7
20th +6 Psionic Mastermind 4+1 47 7


Psionics

Starting from 1st level, you have awakened the talents to manifest Psionic powers, or PSI for short.

  • PSI Fields. PSIs are categorized in PSI Fields, each demonstrating a certain aspect of psionic power. Each PSI field has a list of PSI powers that you can manifest by spending a certain number of psionic points.
At 1st level, you know (Your favorite thing) and one PSI field of your choice (see the options in the PSI Fields below). You learn additional PSI fields of your choice when you reach 5th level, and again at 9th and 18th level. The PSI Fields Known column of the PSI kid table indicates the number of PSI fields you know, where the +1 represents the (Your favorite thing) field.
Additionally, whenever you gain a level in this class, you can choose one of the PSI fields you know and replace it with another field. You cannot replace your (Your favorite thing) field this way, although you can change it into your new favorite thing.
  • Psionic Points. You have an interner reservoir of energy that you can be devoted to the psionics you can manifest. This energy is represented by psionic points, or PP for short. The number of PPs you have is based on your psionic level, as shown in the Psionic Points (PP) column of the PSI kid table. The number shown for your level is your PP maximum. Your PP total returns to its maximum after you finish a long rest. The number of PP you have cannot go below 0 or over your maximum.
  • PP Limit. Though you have access to a potent amount of psionic energy, your willpower and manifestation over to channel that energy. There is a limit on the number of PPs you can spend to manifest a psionic power. The limit is based on your psionic level, as shown in the PP Limit column of the PSI kid table.
For example, as a 3rd-level psionic, you can spend no more than 2 PPs on a power each time you use it, no matter how many PPs you have.
  • Psionic Ability. Intelligence is your psionic ability for your PSI powers. You use your Intelligence modifier when setting the saving throw DC for a PSI power or when making an attack roll with one.

PSI save DC = 8 + your proficiency bonus + your Intelligence modifier

PSI attack modifier = your proficiency bonus + your Intelligence modifier


Psionic Preference

When you reach 2nd level, you choose a psionic preference, depending on which aspects of emotions you prefer to channel your psionic powers. Choose one of the following psionic preference: Aggression, Compassion, and Deviation, all detailed at the end of the class description.

Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th level.


Psionic Expertise

Starting at 3rd level, you can use your psionic power to enhance one of your skills. Choose one of your skill proficiencies. Your proficiency bonus is doubled on any ability check you make that uses the chosen proficiency.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.


Life Tap

Starting at 7th level, whenever you take a short rest, you may spend three Hit Dice of the same size. If you do this, roll a die of the same size you spent, and you regain PPs equal to the die roll.


Omega Psionic Powers

Starting at 11th level, you gain access to some of your most powerful psionic power, aptly names as omega psionic powers. You can manifest powers indicated as omega psionic power from the PSI Fields you know. Each power specifies the number of PPs needed to manifest. The PPs you have to spend to manifest your omega psonic powers are not restricted by your PP limits. Once you manifest one of your omega psionic powers, you cannot manifest any omega psionic powers until you finish a long rest.

You can manifest omega psionic powers twice between long rests starting at 13th level, three times between long rests starting at 15th level, and four times between long rests starting at 17th level.


Psionic Mastermind

Starting at 20th level, you have full control over your psionic powers. You can manifest your omega psionic powers six times between long rests. Additionally, whenever you finish a short rest, you regain four PPs.

Psionic Preference

One of the few things known about the psionic power is that it is closely related to its manifester's emotional state. A PSI kid can emphasize on one of their emotions to harness psionic energy, which can be utilized to enhance their psionic powers to further degrees.


Aggression

Aggression is a powerful emotion by itself, but due to its nature, very few individuals can truly control their aggressive emotions. PSI kids can utilize this emotions to empower the combat abilities of their psionic powers.


Aggressive Psionics

Starting at 2nd level, when you manifest your PSI (Your favorite thing) α power, you can choose one damage type from another psionic power you know that deals damages, and replace the force damage type with it when you make a damage roll with that power.

Psionic Recycling

Starting at 6th level, whenever you reduce a creature's hit point to 0 with your psionic power, you regain PPs equal to half the amount you spent to manifest that power (rounded up), immediately after you manifest that power. This feature is applied only once for one psionic power.

Empowered Psionics

Starting at 10th level, you can add your Intelligence modifer to one damage roll of any psionic power you manifest.

Overloaded Psionics

Starting at 14th level, when you manifest a psionic power that deals damage, you can deal maximum damage with that power. If you do so, for each PPs you spent to manifest that power, you take 2d6 necrotic damage, immediately after you manifest it. This damage ignores resistance and immunity. Once you use this feature, you cannot use it again before you finish a short rest or a long rest.

Compassion

Compassion is a emotion that is mostly taken for granted, but very few acknowledge the power it holds. PSI kids can utilize this emotion to enhance the protective abilities of their psionic powers.


Compassionate Psionics

Starting at 2nd level, you can manifest your PSI (Your favorite thing) α power on a friendly creature other than you within range to restore its hit points. If you do so, you do not need to make an attack roll against the target, and the creature regains hit points equal to your Intelligence modifier (a minimum of 1.)

Psionic Feedback

Starting at 6th level, when you manifest your psionic power on a creature with 0 hit point to restore its hit point, you regain PPs equal to half the amount you spent to manifest that power (rounded up), immediately after you manifest that power. This feature is applied only once for one psionic power.

Enhanced Psionics

Starting at 10th level, whenever you manifest your psionic power to restore hit points to a creature other than you, the creature regains additional hit points equal to 2 + the amount of PPs you spent to manifest that power.

Protective Psionics

Starting at 14th level, whenver your manifest your psionic power to restore hit points to a creature other than you, you can give the creature temporary hit points equal to the hit points you restored with that power. Once you use this feature, you cannot use it again before you finish a short rest or a long rest.


Deviation

Deviation is a emotion that is widely acknowledged as a negative, if not downright evil, but its potential is still sought by many individuals in a tight corners. PSI kids can utilize this emotion to widen the variety and versatility of their psionic powers.


Bonus Proficiencies

When you take this psionic preference at 2nd level, you gain proficiency in one skill of your choice, or one tool of your choice.

Deviant Psionics

Also starting at 2nd level, when you manifest your PSI (Your favorite thing) α power, you can choose a second target in a range with that power.

Improved Psionic Expertise

Starting at 6th level, you can choose one more skill to gain the benefit of your Psionic Expertise feature.

Heightened Psionics

Starting at 10th level, whenever you manifest a psionic power that forces a creature to make a saving throw to resist its effects, you can choose one target of the power to increase the saving throw DC for it equal to the PPs you spent to manifest that power.

Derivative Psionics

Starting at 14th level, whenever you manifest your psionic power that targets one creature and neither deals damage to it or restore its hit points, you can choose a second target in a range with that power. Once you use this feature, you cannot use it again before you finish a short rest or a long rest.

PSI Fields

Each PSI fields has a number of psionic powers you can manifest with it, all contained in its description. The PSI fields specifies the type of action and number of PPs needed to manifest its psionic powers. It also details how many targets it affects, what saving throws it requires, and so on. The following sections go into more details on using a PSI field.

  • Psionic Powers and PPs. A PSI field provides different psionic powers that can be manifested with your PPs. Each powers has a name, and the PP cost of that option appears in parentheses after its name. You must spend that number of PPs to manifest that power, while abiding by your PP limit. If you do not have enough PPs left, or the cost is above your PP limit, you cannot manifest the power.
Some powers show a range of PPs, rather than a specific cost. To manifest that power, you must spend a number of PPs within that PP range, still abiding by your PP limit.
Each power notes specific information about its effect, including the action required to manifest it and its range. If an option does not state that it is used as an action, a bonus action, or a reaction, manifesting it requires no action.
  • Components. Psionic powers do not require components that many spells require. Manifesting a psionic power requires no spoken word, gestures, or materials - the power of psionics comes from the mind.
  • Saving Throws and Attack Rolls. If a power requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability.
Some powers require you to make an attack roll to determine whether the power's effect hits its target. The attack roll uses your psionic ability.


(Your favorite thing)

The PSI kid's favorite thing serves as a mental focus, which can be used to harbor the most powerful psionic power one can manifest. You cannot replace this PSI field with another one.

  • PSI (Your Favorite Thing) α (0). As an action, you can channel a blast of pure psionic energy with your favorite thing, and shoot it with tremendous force to a creature that you can see within 30 feet of you. Make a ranged PSI attack against the target. On a hit. the target takes 1d10 force damage.
This power's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • PSI (Your Favorite Thing) Ω. Omega psionic power (14). As an action, you channel a blast of pure psionic energy with your favorite thing, and unleash it with tremendous force, creating a vortex that devastates all foes around you. Each creature in a 30-foot-radius sphere centered on your position must make an Intelligence saving throw. A creature takes 10d10 force damage on a failed save, or half as much damage on a successful save.
When you manifest this power, you can choose up to six creatures within range. The chosen creatures automatically succeed on their saving throws against this power, and they take no damage.


Fire

This PSI field is a manifestion of the PSI kid's passion and zeal, channelled into a destructive force.

  • PSI Fire α (1-7). As an action, you can stretch your hands to create a wave of flames and heat, which shoots forth from your palm. Each creatures in a 15-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage for 1 PP you spent, plus 1d6 for each PP spent beyond the first. On a successful save, the creature takes half as much damage instead.
The fire ignites any flammable objects in the area that are not being worn or carried.
  • PSI Fire β (3-7). As an action, you can create a small ball of light to a point you can see within 60 feet of you, which then bursts with a low roar into an explosion of flame. Each creature in a 15-foot-radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage for 3 PPs you spent, plus 1d6 for each PP spent beyond that. On a successful save, the creature takes half as much damage instead.
The fire spreads around corners, igniting any flammable objects in the area that are not being worn or carried.
  • PSI Fire γ (5). As an action, you can create a pillar of flame that bursts from the point you can see within 60 feet of you. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 6d6 fire damage on a failed save, or half as much damage on a successful save.
The fire ignites any flammable objects in the area that are not being worn or carried.
  • PSI Fire Ω. Omega psionic power (10). As an action, you can create a blaze of fire from the point you can see within 30 feet of you, incinerating everything in its grasp. Each creature in a 10-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 10d6 fire damage on a failed save, or half as much damage on a successful save.
If a creature fails the saving throw, and the target has 50 hit points or fewer after it took the damage, it dies. Creatures that has resistance or immunity to fire damage are immune to this effect.


Freeze

This PSI field is a manifestion of the PSI kid's cool, molded into a chilling sensation that can freeze the target to the bones.

  • PSI Freeze α (1-7). As an action, you can create a chilling sensation from your palm and shoot it to a creature you can see within 60 feet of you. Make a ranged PSI attack against the target. On a hit. the target takes 2d8 cold damage for 1 PP you spent, plus 1d8 for each PP spent beyond the first.
The target's speed is also halved until the start of your next turn on a hit. Creatures that has resistance or immunity to cold damage are immune to this effect.
  • PSI Freeze β (3-7). As an action, you can create a freezing sensation that spreads from a point you can see within 60 feet of you. Each creature in a 5-foot-radius sphere centered on that point must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage for 3 PPs you spent, plus 1d8 for each PP spent beyond that. On a successful save, the creature takes half as much damage instead.
On a failed save, the creature's speed is also reduced to 0 until the start of your next turn. Creatures that has resistance or immunity to cold damage are immune to this effect.
  • PSI Freeze γ (5). As an action, you can freeze the air surrounding one creature you can see within 60 feet of you. Make a ranged PSI attack against the target. This attack ignores the target's half cover and three-quarters cover. On a hit, the target takes 6d8 cold damage, and must make a Constitution saving throw. On a failed save, the target is restrained as its body freezes solid. Creatures that has resistance or immunity to cold damage are immune to this effect.
A creature restrained by this power must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this power three times, the power ends. If it fails its save three times, it is frozen solid and subjected to petrified condition. (The successes and failures does not need to be consecutive; keep track of both until the target collects three of a kind.)
During the freezing process, the creature gains immunity to cold and fire damage. If the creature takes fire damage, during the process, it instantly thaws from the freezing. If the creature takes cold damage during the process, it culminates one failure on the saving throw.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
A remove curse spell on the target ends this power.
  • PSI Freeze Ω. Omega psionic power (10). As an action, you create a freezing sensation that veils one creature you can see within 60 feet of you, instantly freezing it to the marrows into an icy statue. Make a ranged PSI attack against the target. This attack ignores the target's half cover and three-quarters cover. On a hit, the target takes 10d8 cold damage, and must make a Constitution saving throw. On a failed save, the target is petrified into a solid-frozen state. On a successful save, it is instead restrained until the start of your next turn.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
A remove curse spell on the target ends this power. Creature that has resistance or immunity to cold damage automatically succeeds on this saving throw, and it does not become restrained on a successful save.


Thunder

This PSI field represents the PSI kid's impulse and surge of desires, manifested into a form of fierce bolt of lightning that strikes down random opponents.

  • PSI Thunder α (1). As an action, you can create a bolt of lightning that strikes on an enemy closest to your location. One bolt of lightning strikes down a creature within 60 feet of you that is closest from you. The target makes a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage.
When you manifest this power, you can choose up to six creatures within range. The chosen creatures, including yourself, are ignored by the lightning.
  • PSI Thunder β (3). As an action, you can create two bolt of lightning that strike on random enemies. Two bolts of lightning strikes down creatures within 60 feet of you in closest order of its location to yours.
Starting from the creature that is closest to you, the lightning strikes down the target. For each lightning, the target makes a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage. Before moving on to the creature with the next closest location to you, roll a d20. On a 10 or higher, the next lightning strikes the previous target.
When you manifest this power, you can choose up to six creatures within range. The chosen creatures, including yourself, are ignored by the lightning.
  • PSI Thunder γ (5). As an action, you can create three bolt of lightning that strike on random enemies. Three bolts of lightning strikes down creatures within 60 feet of you in closest order of its location to yours.
Starting from the creature that is closest to you, the lightning strikes down the target. For each lightning, the target makes a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage. Before moving on to the creature with the next closest location to you, roll a d20. On a 10 or higher, the next lightning strikes the previous target.
When you manifest this power, you can choose up to six creatures within range. The chosen creatures, including yourself, are ignored by the lightning.
  • PSI Thunder Ω. Omega psionic power (11). As an action, you can create a row of lightning bolts to strike down an enemy of your choice. Your control over the fierce psionic energy is unstable, and you might not be able to attack a single enemy precisely.
You have six bolts of lightning. You can choose a creature you can see from 60 feet of you to strike down with one of your lightnings. For each lightning, the target makes a Dexterity saving throw. On a failed save, the creature takes 4d6 lightning damage. After the target makes a saving throw, roll a d20. On a 10 or higher, you can designate the same target with your lightnings. On a 9 or lower, you must choose another target to attack.
When you manifest this power, you can choose up to six creatures within range. The chosen creatures, including yourself, are ignored by the lightning.


Mind

This PSI field represents the PSI kid's complex thinkings, which can be utilized as either a tool for various situations or a weaponry that scrambles the enemies' mind.

  • Hypnosis (1). As an action, you can choose one creature you can ssee within 30 feet of you to infuse a psionic slumber. The target must succeed on a Wisdom saving throw or is affected by this power for 1 minute.
A target affected by this power falls unconscious until the power ends, it takes damage, or someone uses an action to shake or slap it awake.
Constructs, undeads, and creatures immune to being charmed are not affected by this power.
  • 4th-D Slip (2). As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see.
  • Darkness (3). As an action, you can choose one creature you can see within 30 feet of you to cloud its sight. The target must succeed on a Wisdom saving throw or is blinded for 1 minute. At the each of its turns, the target can make a Wisdom saving throw. On a success, this power ends.
Constructs and undeads are not affected by this power.
  • Flash α (6). As an action, you can choose one creature you can see within 30 feet of you to fire a blast of blinding, pale green light at. The target must succeed on a Constitution saving throw or is affected by this power until they roll a Constitution saving throw at the end of their turn. On a success, this power ends.
This power's effect is determined per turn by rolling a d10.
d10 Behavior
1 This technique fails and nothing happens.
2-6 The creature, if afflicted, is given Blindness for one minute.
7-9 The creature if afflicted, is given Confusion for one minute.
10 The creature, if afflicted, dies instantly.
  • Brainshock α (4). As an action, you can choose one creature you can see within 30 feet of you, scrambling its mind with psionic power. The target must succeed on a Wisdom saving throw or is affected by this power for 1 minute.
A target affected by this power cannot take reactions, and it must roll a d10 at the start of each turn to determine its behavior for that turn.
d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature does not take an action this turn.
2-6 The creature does not move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
A the end of each turn, the target can make a Wisdom saving throw. If it succeeds, the effect of this power ends.
Constructs and undeads are not affected by this power.
  • Flash Ω. Omega psionic power (12). As an action, all creatures you can see within 30 feet of you to fire a blast of blinding, pale green light at. The targets must all succeed on a Constitution saving throw or are affected by this power until they roll a Constitution saving throw at the end of their turns. On a success, this power ends.
This power's effect is determined per turn by rolling a d10; The effects remain the same as with Flash α.
  • Brainshock Ω. Omega psionic power (8). As an action, you can choose a creatures you can see within 30 feet of you, devastating its mind for a brief time with psionic power. The target must succeed on a Wisdom saving throw or is affected by this power for 1 minute.
A target affected by this power has its Intelligence and Charisma scores reduced to 1 for the duration. The target cannot cast spells, activate magic items, understand languages, or communicate in any intelligible way. The target can, however, identify its freinds, follow them, and even protect them.
A remove curse spell on the target ends this power. Constructs and undeads are not affected by this power.


Recovery

This PSI field represents the PSI kid's caring heart for others, granting them power of recovery.

  • LifeUp α (1-7). As an action, you can touch a creature to restore its hit points by 1d6 for 1 PP you spent, plus 1d6 for each PP spent beyond the first. If you target yourself, you instead regain hit points by 1d8 for 1 PP you spent, plus 1d8 for each PP spent beyond the first.
  • Healing α (2). As an action, you can touch a creature to end one of the following condition afflicting it: blinded, deafened, paralyzed, or poisoned.
  • LifeUp β (3-7). As an action, you can choose a number of creatures that you can see within 30 feet of you, up to your Intelligence modifier (minimum of one creature.) Target creatures regain their hit points by 3d6 for 3 PPs you spent, plus 1d6 for each PP spent beyond that.
  • Healing γ (4). As an action, you can touch a creature to reduce the target's exhaustion level by one, or end one of the following effect on it:
  • One effect that charmed or frightened the target
  • One effect reducing the target's hit point maximum
  • LifeUp γ (5). You can use your action to restore hit points of all friendly creatures within 30 feet of you by 5d6.
  • LifeUp Ω. Omega psionic power (12). As an action, you can target a creatue that you can see within 30 feet of you. Target creature regains hit points equal to its hit point maximum.
  • Healing Ω. Omega psionic power (8). As an action, you can target a creatue that you can see within 30 feet of you. If the target creature is charmed, frightened, paralyzed, petrified, or stunned, the condition ends. If the target is cursed, including the attunement to a curse magic item, one of the curse ends.


Shield

This PSI field represents the PSI kid's defensive mechanisms, represented as a physical and magical form of shields.

  • Shield α (2). When you or a friendly creature you can see within 30 feet of you is hit by an attack that deals bludgeoning, piercing, or slashing damage, you can use your reaction to envelop the target with psionic barrier. Target gains resistance to bludgeoning, piercing, and slashing damage for that attack.
  • PSI Shield α (4). When you or a friendly creature you can see within 30 feet of you is hit by an attack that deals acid, cold, fire, lightning, or thunder damage, you can use your reaction to envelop the target with psionic barrier. Target gains resistance to acid, cold, fire, lightning, and thunder damage for that attack.
  • Shield Ω. Omega psionic power (6). When you or a friendly creature you can see within 30 feet of you is hit by an attack that deals bludgeoning, piercing, or slashing damage, you can use your reaction to envelop the target with psionic barrier. Target takes no damage from that attack, and the attack is bounced back to the attacker, dealing force damage equal to the damage dealt.
  • PSI Shield Ω. Omega psionic power (9). When you or a friendly creature you can see within 30 feet of you is hit by an attack that deals acid, cold, fire, lightning, or thunder damage, you can use your reaction to envelop the target with psionic barrier. Target takes no damage from that attack, and the attack is bounced back to the attacker, dealing force damage equal to the damage dealt.


Starstorm

The most dangerous field to master, this PSI field is a direct symbol of the PSI kid's raw energy, manifested into powerful and devastating blasts raining from the sky.

  • PSI Starstorm. Omega psionic power (18). As an action, you can channel your energy to pull down a series of meteors to bombard your enemies, crushing them. All creatures must make a Dexterity saving throw. A creature takes 20d10 bludgeoning damage on a failed save, or half as much damage on a successful save.
This ability cannot be gained naturally-- it can only be learned at the Gamemaster's Discretion.



Based on the Psionic by Ethan. First draft created on Feb 5, 2017. Please keep in mind that this class is not tested yet.


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