PSI User (5e Class)
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PSI User
Creating a PSI User
- Quick Build
You can make a PSI User quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose the Mystic background.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st
- Proficiencies
Armor: N/A
Weapons: baseball bat, yoyo and simple weapons
Tools: N/A
Saving Throws: Intelligence and wisdom
Skills: Chose four Arcana, Insight, Medicine, Nature, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Base Ball Bat (2d10 Bludgeoning Damage. + 5 to hit and can reflect magic if you roll a 25 for a reaction.)
- Yo-Yo (1d6 Bludgeoning damage. +8)
- 1d20x2 gold pieces
Ability Score Increase
When you reach 4th 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.
PSI Points
Starting at 1st level, your training allows you to harness the mystic energy of PSI. Your access to this energy is represented by a number of PSI points. Your PSI User level determines the number of points you have, as shown in the PSI Points column of the PSI User table. When you spend a PSI point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended PSI back into your mind. Every Ability you must make a Armor Class roll excpect PSI Hypnosis, Paralysis, and Defence Down in which they will have to make a Constitution saving throw.
PSI Freeze α
This Move Costs 4 PSI Points And Causes a very cold wind to swirl around one enemy, inflicting 1d20 Cold damage And the opponent must make a DC 15 Constitution saving throw and if they fail it makes the opponent Restrained by ice. Range is 15 ft.
PSI Love α
This Move Costs 10 PSI Points And You Hit All Opponents If you Get Past There Armor Class And This Move Does 2d8 Psychic Damage.
PSI Telepathy
This Move Costs 1 PSI Point And With This You Can Talk To Any Creature In There Head With Out Speaking But You Need To Be Able To See The Creature And No Matter What Language They Are Speaking they Will Understand.
PSI Lifeup α
This Move Costs 5 PSI Points And Restores 1d6 HP to one person.
PSI Fire α
This Move Costs 6 PSI Points And A Fire Bursts From The Fingers And A Row Of Enemies Take 2d10 Fire Damage Each. Range is 30 ft.
PSI Hypnosis α
This Move Costs 6 PSI Points And The Opponent Must make A DC 10 Constitution Saving throw Or Be Put To Sleep For 1 Minutes.
PSI Quick Up
This Move Costs 3 PSI Points And Any Allie That You Chose Gets 1 Plus 10ft. moment speed for 5 minutes And You Can Not Use This Move On Your Self.
PSI Shield α
This Move Costs 6 PSI Points And You Protects one person with a psychic shield. This Increases Your Armor Class Is Increased By 5. Using a different shield will cancel these effects. This effect ends when a attack hits one of you.
The 4th-D Slip
This Move Costs 16 PSI Points And When You Use This Can Can Instantly Teleport To Any Plane Of Your Chose And When You Can Use This In Battle To Retreat To At Max 300 ft. Away But You Can Only Use It Battle. The DM Chose Where You End Up
PSI Rockin' α
This Move Costs 10 PSI Points And You Shoot a psychokinetic wave generated by concentration that deals each enemy about 2d20 Psychic damage. Range is 10 ft.
PSI Thunder α
This move costs 3 PSI Points and The enemy is thunder struck for 1d20 Thunder Damage and 1d20 Lightning damage. You may miss when there are few enemies. Eliminates a psychic or psychic power shield. Range Is 150 ft. When You Use This Move Then You Need To Flip A Coin On Heads It Hits The Opponent And Tails Hits The Allies.
PSI Love β
This Move Costs 20 PSI Points And When You Use This Move You Hit All Opponents If You get Past There Armor Class And You Do 3d8 Psychic Damage To All Of Them that You Hit
PSI Healing α
This Move Costs 5 PSI Points This Heals Any status or condition effect to one person that is in 30 ft. of you.
PSI Freeze β
This Move Costs 12 PSI Points And Causes a very cold wind to swirl around one enemy, inflicting 2d20 Cold damage And the opponent must make a DC 15 Constitution saving throw and if they fail it will makes the opponent Restrained by ice. Range is 15 ft.
PSI Paralysis α
This Move Costs 8 PSI Points and causes the opponent must make a DC 18 Constitution saving throw and if they fail they will be put to sleep for 5 min.
PSI Shield Σ
This Move costs 24 PSI Points Protects everyone with a psychic shield. It blocks an enemy's PSI attack and increases your armor class by 6. Using a different shield will cancel these effects. This effects end when some one hits one of you
PSI Shield Off
This Move Costs 8 PSI Points And When You Use This One Opponent Must Make A DC 15 Constitution Saving Throw And If They Fail Then There Armor Class In Decreased To 0 For One Round And You Can Only Use This Once Per Encounter If It Hits.
PSI Magnet α
This Move costs 0 PSI Points and the enemy must make a DC 15 constitution saving throw if they fail you roll a 8 sided dice plus 2 and what ever you roll is how much PSI Points you get. And if the opponent uses PSI then you take it from the PSI Points.
PSI Teleport
This Move Costs 2 PSI Points and you need a straight path to run 150 ft. and then you run 150 ft. with your party and they can teleport to one location that you have already been to but if you run into something while you are trying to teleport then you take 2d10 fire damage.
PSI Love γ
This Move Costs 35 PSI Points And When You Use This Move You Hit All Opponents If You Get Past There Armor Class And If You Hit Then They Take 5d8 Psychic Damage.
PSI Flash
this Move Costs You 8 PSI Points and it takes 2 turns to do damage the first turn you launch it and it takes another turn to make it explode but if you are hit when using this then it is canceled and if they run into PSI Flash then it explodes on them. PSI Flash does 4d20 damage and the opponet must make a DC 10 constitution saving throw and if hey fail then they are Frightened.
PSI Fire β
This Move costs you 12 PSI Points and you shoot Fire bursts from the fingers and a row of enemies take about 4d10 fire damage each. 30ft. Range.
PSI Lifeup β
This move costs you 8 PSI Points and you heal 3d6 hit points to one person.
PSI Offence Up
This Move Costs you 21 PSI Points This Increases the damage of one of you rallies in a 30 ft. radius by making them do a extra 2d10 damage
PSI Rockin' β
This Move Costs you 30 PSI Points And You Shoot a psychokinetic wave generated by concentration that deals each enemy about 4d20 Psychic damage. Range is 10 ft.
PSI Magnet Ω
This Move costs 0 PSI Points and every enemy must make a DC 15 constitution saving throw if they fail you roll a 8 Plus 2 sided dice and what ever you roll is how much PSI Points you get from all of the enemy's. And if the opponent uses PSI then you take it from the PSI Points.
PSI Brainshock
This Move costs 10 PSI Points and one enemy must make a DC 15 constitution saving throw and if they fail they have exhaustion.
PSI Hypnosis Ω
This Move Costs 18 PSI Points And every Opponent Must make A DC 15 Constitution Saving throw Or Be Put To Sleep For 5 Minutes.
PSI Thunder β
This move costs 7 PSI Points and The enemy is thunder struck for 2d20 Thunder Damage and 2d20 Lightning damage. You may miss when there are few enemies. Eliminates a psychic or psychic power shield. Range Is 150 ft.
PSI Healing β
This Move Costs 5 PSI Points This Heals Any status or condition effect to two people that is in 30 ft. of you.
PSI Counter α
This Move Costs 12 PSI Points And When You Use This Move You Put Up A Barrier Around One Allie Or Your Self And If Anything Hits Any Of You It Then Is Reflected Back At The User Of It Doing Half Of The Damage That They Did With Bludgeoning Damage Instead. This Can Not Reflect Spells.
PSI Defense Down
This Move Costs 29 PSI Points and the opponent must make a DC 15 Constitution Saving throw and if they fail then there AC decreases by 5.
PSI Love Ω
This Move Costs 50 PSI Points And When You Use This Move You Roll For Armor Class For All Opponents And If You Succeed Then They Take 8d8 Psychic Damage To All You Hit.
PSI Freeze γ
This Move costs 18 PSI Points And Causes a very cold wind to swirl around one enemy, inflicting 3d20 Cold damage And the opponent must make a DC 18 Constitution saving throw and if they fail it will makes the opponent Restrained by ice. Range is 15 ft.
PSI Paralysis Ω
This Move Costs 24 PSI Points and causes every opponent must make a DC 18 Constitution saving throw and if they fail they will be put to sleep for 5 turns.
PSI Power Shield
This Move Costs 19 PSI Points And When You Use It You Shield One Allie Or Your Self And There Armor Class Is 30 For 3 Turns Or Until Something Hits You. Also If They Fail On Trying To Hit Them Then There Move Is Reflected Back At Them Doing The Same Amount Of Damage.
PSI Freeze Ω
This Move costs 28 PSI Points And Causes a very cold wind to swirl around one enemy, inflicting 4d20 Cold damage And the opponent must make a DC 18 Constitution saving throw and if they fail it will makes the opponent Restrained by ice. Range is 15 ft.
PSI Fire γ
This Move costs you 20 PSI Points and you shoot Fire bursts from the fingers and a row of enemies take about 5d10 fire damage each.
PSI Lifeup γ
This move costs you 13 PSI Points and you heal 6d6 to one person.
PSI Shield β
This move costs 51 PSI Points and you Protects one person with a psychic power shield. It reflects an enemy's PSI attack back at the attacker. This also your increases your AC by 8 Using a different shield will cancel these effects.
PSI Rockin' γ
This Move Costs you 40 PSI Points And You Shoot a psychokinetic wave generated by concentration that deals each enemy about 6d20 Psychic damage. Range is 10 ft.
PSI Ground
This Move Costs 43 PSI Points And When You Use this Move You Need To Be On The Ground And This Move Does You Max HP Divided By 2 To One Opponent And If It Hits Then The Opponent Must Make A DC 15 Dexterity Saving Throw Or Be Knocked Prone For One Turn.
PSI Thunder γ
This move costs 16 PSI Points and The enemy is thunder struck for 3d20 Thunder Damage and 3d20 Lightning damage. You may miss when there are few enemies. Eliminates a psychic or psychic power shield. Range Is 150 ft.
PSI Healing γ
This Move Costs 20 PSI Points This Heals Any status or condition effect to two people that is in 30 ft. of you. You can also revive a person who died 2 turns ago a most and they are brougt back with 1 hit point.
PSI Counter Ω
This Move Costs 28 PSI Points And When You Use This Move You Put Up A Barrier Around All Allies And If Anything Hits Any Of You It Then Is Reflected Back At The User Of It Doing Half Of The Damage That They Did With Bludgeoning Damage Instead. This Can Not Reflect Spells.
PSI Starstorm α
This Move costs you 24 PSI Points and when you use this 5 star pieces come from the sky with each doing 20d6 psychic damage and 20d6 bludgeoning damage to each enemy in a 100 ft. radius and you can control the star pieces aw well. You can not use this in a are where you are under something.
PSI Fire Ω
This Move costs you 42 PSI Points and you shoot Fire bursts from the fingers and a row of enemies take about 6d10 fire damage each.
PSI Lifeup Ω
This move costs you 24 PSI Points and you heal 9d6 hit points to every person in your party.
PSI Shield Ω
This move costs 60 PSI Points and you Protects one person with a psychic power shield. It reflects an enemy's PSI attack back at the attacker. This also your increases your AC by 8 Using a different shield will cancel these effects. And while this is activated any projectile will be reflected back at the opponent doing the same about of damage as they roll.
PSI Rockin' Ω
This Move Costs you 42 PSI Points And You Shoot a psychokinetic wave generated by concentration that deals each enemy about 12d20 Psychic damage. Range is 10 ft.
PSI Starstorm Ω
This Move costs you 98 PSI Points and when you use this 10 Star pieces come from the sky with each doing 20d6 Psychic damage and 20d6 Bludgeoning Damage to each enemy in a 100 ft. radius and you can control the star pieces as well. You can not miss at least 5 of these star pieces but you must roll for the other 5 star pieces. You can not use this in a area where you are under something.
One With The Earth
When You Get This At Level 20 You Must Do A 8 Hour Ritual And When You Do That You Get The Fallow Benefits: All Level 1, 2, and 3 PSI Moves Are Free, You Get A Flying, Walking, Climbing, And Swimming Speed Of 50 ft., You Have Mastery Over PSI Which Means That You Can Pick Thing Up With Your Mind Without Costing Any PSI Points, You Have Truesight 30 ft. If You Were To Die You Must Do A DC 15 Constitution Saving Throw And If You Succeed Then In 10 Days You Will Be Brought Back To Life With 1 HP Were Every You Were To Die.
Multiclassing
Prerequisites. To qualify for multiclassing into the PSI User class, you must meet these prerequisites: A Wisdom of 18 and a intelligence of 20
Proficiencies. When you multiclass into the PSI User class, you gain the following proficiencies: Arcana, And Insight
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