Atlira Setting Psion (5e Class)

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Psion[edit]

Psion Intro

How did you become an Psion?[edit]

How did?

Quick Build

You can make an Psion, quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength, Constitution or Dexterity. Second, choose the City Watch, Out-lander, or Inheritor background.

Class Features

As a Psion you gain the following class features.

Hit Points

Hit Dice: 1d8 per Psion level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Psion level after 1st

Proficiencies

Armor: light
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Choose one of Forgery Kit, Disguise Kit, Alchemist's Supplies
Saving Throws: Intelligence, Constitution
Skills: Choose three Skills from Arcana, Athletics, Acrobatics, Animal Handling, History, Insight, Investigation, Perception, Sleight of Hand, and Stealth.

Equipment

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

  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a rapier or (b) a shortsword
  • (a) Scholar's Pack or (b) Explorer's Pack
  • Leather armor, two daggers, and thieves' tools
  • (a) Forgery Kit or (b) Disguise Kit or (c) Alchemist's Supplies
  • If you are using starting wealth, you have 5d4x10 gp

(a) a rapier or (b) a shortsword (a) a shortbow and quiver of 20 arrows or (b) a shortsword (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack Leather armor, and two daggers in funds.

Table: The Psion

Level Proficiency
Bonus
Features Focus Points Focus Options
1st +2 Mental Discipline, Psionic Focus, Pionic Shield 005 2
2nd +2 Psychic Path Feature 010 2
3rd +2 015 3
4th +2 Ability Score Improvement 020 3
5th +3 030 4
6th +3 Mental Rejuvenation 040 4
7th +3 Psychic Path Feature 050 5
8th +3 Ability Score Improvement 060 5
9th +4 075 6
10th +4 Psychic Path Feature 090 6
11th +4 Desperate Focus 105 7
12th +4 Ability Score Improvement 120 7
13th +5 140 8
14th +5 Psychic Path Feature 160 8
15th +5 180 9
16th +5 Ability Score Improvement 200 9
17th +6 225 10
18th +6 Mental Rejuvenation(x2) 250 10
19th +6 Ability Score Improvement 275 11
20th +6 Overwhelming Mind 300 11

Mental Discipline[edit]

At 1st level you have a pool of focus points that your class features consume while used. this pool at 1st level is 11+your Intelligence Modifier. for every additional level you take in this class, add the new class level to the pool. No matter how low this pool gets, it is always refilled once you complete a long rest. If a class feature requires a creature to make a save against an effect, they will save against your mental Discipline save DC which is calculated as 8+proficiency bonus+ Intelligence modifier.

Psionic Focus[edit]

As a Psion, your strength lies in your Psionic Focus. Starting at 1st level you may choose 2 Focus Options and gain the benefits as described. At every odd level hereafter, you choose 1 more option. Many Psionic Focus Options contain several tiers of Focus to fully master. Every tier other than the 1st has all its lower order tier(s) as prerequisites. Some tiers require a certain psion level before starting or furthering the focus.

Pionic Shield[edit]

starting at 1st level. you may use a bonus action to spend up to 2 focus points gaining a bonus to your AC equal to the number of focus points spent

Psychic Path Feature[edit]

Starting at level 2, you will need to choose one of the Psychic Paths. your Psychic Path will grant you features again at 6th, 10th, and 14th level. path options
The Telekinetic
Telepath
Puppeteer

Ability Score Improvement[edit]

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.

Mental Rejuvenation[edit]

As a part of a short rest, you can recover a number of focus points up to twice your class level. Once you use this class feature, you cannot do so again until you complete a long rest. you can use this feature twice upon reaching 18th level

Desperate Focus[edit]

upon reaching 11th level you can use a bonus action choose to spend one of your hit die. you roll 1 hit die and add your Intelligence Modifier. you loose this number of hit points but recover twice as many focus points.

Overwhelming Mind[edit]

you increase your Intelligence score and your intelligence max by 4

Focus Options[edit]

Weave Manipulation[edit]

Upon gaining a tier in the Weave Manipulation Discipline, can add the spells of the levels contained in the tier to the available spells you can learn. The Maximum number of spells you can know at one time is your proficiancy bonus + your INT + the level of Focus you've achieved in Weave Manipulation. Every time you cast a spell you will need to follow all the rules of the spell, but instead of expending spell slots you will expend a number of focus points = to the spells level mulptiplied by 2 muliplied by (the tier associated with that level of spell). When you gain a level you may trade one spell you know for another you have access to. The maximum number of times you can cast a spell within a single tier is = to you proficiency bonus. Each tier has its own casting limit which are separate from the other tiers, and your tier casting limits are reset after a long rest

point cost = 2x(tier)x(spell level)

tier 1 - (requires lvl 3) spell levels 1 & 2 ...also,Pick 1 cantrip
tier 2 - (requires lvl 7) spell levels 3 & 4 ...also,Pick 1 cantrip
tier 3 - (requires lvl 11) spell levels 5 & 6 ...also,Pick 1 cantrip
tier 4 - (requires lvl 13) spell levels 7 ...also,Pick 1 cantrip
tier 5 - (requires lvl 15) spell levels 8 ...also,Pick 1 cantrip
tier 6 - (requires lvl 17) spell levels 9 ...also,Pick 1 cantrip

Kinetic push[edit]

tier 1 - As a bonus action you can target a number of creatures within 10 feet spending a number of focus points for each and force the chosen creature(s) to make a Stregth save. on a fail it is pushed 10 feet. the focus point cost depends on the size of the creature and the maximum number of points you can spend is equal to your proficiency bonus, but you may target multiple creatures provided you have the point budget.
tier 2 - on a failed save the target also takes force damage = to your intelligence modifier+the number of points spent on that creature. you can choose not to deal this damage
tier 3 - you can target creatures within 15 feet and also push them up to 15 feet.

  • 1 point med or smaller
  • 2 points large
  • 3 points huge
  • 5 points gargantuan

Martial Focus[edit]

tier 1 -(requires lvl 5) when you take the attack action you can spend 3 focus points and make 2 melee weapon attacks instead of 1.
tier 2 -(requires lvl 11) when you make an attack you can choose to spend 1 additional point when you make the attack and gain 1d6 extra psychic damage.
tier 3 -(requires lvl 15) you can also spend 7 focus points and make 3 melee weapon attacks instead of 1.

Psychic Doors[edit]

tier 1 -(requires lvl 3) You can use a bonus action to spend 4 focus points and teleport 1 held item up to 60 feet to a place you can see
tier 2 -(requires lvl 7) You can use an action to spend up to 4 focus points and teleport up to 5 feet per point spent to a place you can see
tier 3 -(requires lvl 13) As with Phychic doors tier 2, but you can spend up to 12 points

Body Focus[edit]

tier 1 - increase your max HP by 1 per level you have in this class
tier 2 - (requires lvl 7) your hp increase per level in this class increases to 3
tier 3 - (requires lvl 13) your hp increase per level in this class increases to 5

Deep Focus[edit]

tier 1 - you gain a +10 total to your focus point pool
tier 2 - your focus point pool total bonus increases from 10 to 25
tier 3 - your focus point pool total bonus increases from 25 to 50

Psionic Resistance[edit]

tier 1 - at the end of a short rest you may choose to gain resistance to psychic or thunder damage.
tier 2 - choose two from psychic, thunder, and force at the end of a short rest

Repulsion Armor[edit]

tier 1 - your AC is 12 + INT
tier 2 - your AC is 14 + INT

Duel Mind[edit]

tier 1 - (requires lvl 9)you can spend 10 focus points to concente on two spells(or similar features) at once. You spend 10 additional focus points when you cast the spell (or similar features) and 10 points every time you start your turn while concentrating on two spells at once. If you cannot spend or choose to not spend the focus points you may choose which concentration to end

Air Steps[edit]

tier 1 - (requires lvl 7)you can use a bonus action to gain a fly(hover) speed of 30 for 1 minute by spending one focus point.

Weapon Contemplation[edit]

tier 1 - you subtract 5 points from your focus point total to gain proficiency in a weapon you do not have proficiency in you can do this with as a number of Weapons = to your INT modifier

Mental Preparedness[edit]

tier 1 - add your proficiency bonus to your initiative rolls.

Psychic Paths[edit]

The Telekinetic[edit]

Yup you can move things with your mind.

Kinesis

Starting at 2nd level, when you choose this archetype, you learn the mage hand cantrip if you did not know it before. You can cast it with the following improvements:

  • You can cast and control mage hand as a bonus action and move the hands at twice the normal speed.
  • You summon two separate, invisible hands when you cast it, and you can control one or both of them when you use the spell.
  • The spell’s duration is indefinite, ending only when you are knocked unconscious or you choose to end it.
  • Your mage hands are stronger than normal, capable of lifting a combined weight in pounds equal to 10 × your psion level level, and they are dexterous enough to perform any ability check you could normally perform with your hands.
Combat Kinesis

Also at 2nd level you have learned to use your mage hands in combat. While you are holding nothing in your hands, your mage hands can wield weapons:each can wield a single one-handed weapon, or together they can wield a two-handed weapon.
When you take the Attack action on your turn,you can make one or more of your attacks through your mage hands against targets you can see within their reach. You can add your Intelligence modifier,instead of your Strength or Dexterity, to the attack and damage rolls. A mage hand not wielding a weapon deals the same damage as one of your unarmed strikes

Kinetic Talent

Starting at 7th level, you can use your mage hands to perform a number of combat maneuvers or tricks. While they aren’t wielding weapons, you can use both of your hands together to grapple or shove a creature. When you do so, you add your Intelligence modifier to the Strength (Athletics) check.
Additionally, you can use your reaction to make an opportunity attack with one of your hands when a creature leaves its reach.

Immovable Obstacle

Starting at 10th level you can can use a reaction to another creature starting it's turn and can create planes of invisible force. You summon a number of 5x5 foot planes spending 1 focus point for each plane summoned. Each plane must be contiguous with another plane and the planes may appear in any orientation you choose, as a horizontal or vertical. It can be free floating or resting on a solid surface. Nothing can physically pass through the wall. It is immune to all damage but it can be counter spelled, dispelled, or disintegrated at any level. after the triggering creature's turn, the planes of force no longer exist. The maximum number of planes you can create is = your Intelligence Modifier + half your class level.

Walking on Air

At 14th level,you can use an action to create an invisible horizontal plane under your feet. The radius is always centered at your feet can be up to 30 feet in all directions and will follow you as you seemingly walk in midair. when you use your action to create this plane you expend 3 focus points per 5 feet radius (min 3) and must be maintained at the start of your next turn based on the current radius. The plane continues to exist, until you end it as a reaction, or decide not to maintain any more points on it. As a part of your movement you can move it up or down 10 feet. While this plane exists you can decrease the radius to a minimum of 5 feet or increase it up to 30. This plane only seems to work for creatures on top and allows anything to pass through from beneath allowing terrain and creatures to jump onto the plane but not pass down through it. Any creature that is intersected by this plane does not seem to be effected by it.

Telepath[edit]

Reaching out with your mind you can touch the mind of others in a way that novice Telepaths could only dream. Other Minds cannot be hidden from you

Lingering Mind

Starting at 2nd level, you can speak telepathically with anyone that shares a language within 30 feet. Also whenever you hit a creature with an attack, you can choose to spend 1 focus point to leave a mental tracker on the target until the end of your next turn. So long as this mental tracker is within 30 feet of you it is always considered to be visible to you, and you know exactly where it is. Additionally, as a bonus action you can force any creature you can see within 30 feet. to Make a Save against your Mental focus DC, imparting this ability on a failed save which a creature can choose to fail. Any viable target of this feature must have minimum of INT 3 for this ability to affect it.

Sensory Relay

At 7th level the range of your lingering mind abilities increases to 60 feet. Additionally if you can choose to spend two points instead of one when you use it's features and if you are able place a mental tracker. you can see through their senses in addition to your own.

Projected Mind

At 10th level, when a friendly creature makes a concentration check within 30 feet of you other than you, you can spend 5 focus points as a reaction points to give that creature a bonus to the save = to your Intelligence modifier. you must choose to use this ability before the concentration check is rolled.

Reading movement.

Also at 10th level the range of your lingering mind abilities increases to 90 feet, Additionally when you attack a creature under the effect of your Lingering Mind ability, you can expend 1 focus points to gain advantage on the attack

Mind Nexus

At 14th level, the range of your lingering mind abilities increases to 120 feet. Any friendly creature within your lingering mind range can telepathically speak with any creature of their choice also within 120 feet of you, though you will always hear the communication. Additionally any creature subject to your mental tracker has disadvantage on all Intelligence, Wisdom, and Charisma Saving throws against your spells.

Puppeteer[edit]

You excel at the psychic talent of Puppeteering. You're able to, for short periods, high-jack control of a creature's movement and influence them to do what you wish

Puppet apprentice

at 2nd level, when a creature within 30 feet of you miss another creature with a melee attack, you can use your reaction to spend 3 focus points for the attacking creature to make a Strength Saving throw. on a fail you can force it to make the same attack another attack against a different creature of your choice within the range of the triggering attack. For every size category beyond medium you must spend one additional focus point.

Marionette

At 7th level, as an action, you can spend 5 focus points to force a creature within 30 feet to make an Intelligence saving throw. On a fail you can force it to move up to half its movement in any direction. This does not count as forced movement and does trigger opportunity attacks.

Locked in place.

At 10th level, when a creature uses a reaction, you can use your reaction to spend 10 focus points to force it to make a Constitution saving throw. On a fail, it looses it's reaction, but not any resources that the reaction would have expended.

Puppet Master

at 14th level, you can use your action and spend 50 focus points to force 1 humanoid within 60 feet of you to make an Intelligence saving throw. If it succeeds it knows you tried to influence it ions some way and becomes hostile as appropriate for the context and has advantage on any future attempts for the next 24 hours. On a failed save you project your mind into that target's body. While in the possessed body, the following details apply:

- Your possessed body

  • You use it's physical stats and features but retain your own mental stats, though you don't gain access to a creatures legendary features if it has any
  • You cannot use any of your class features except those of your Puppeteer subclass and the focus points that those abilities require.
  • Any focus Points you are able to spend are consumed at twice the rate and they will not return during a long rest while you are possessing a body


- Your original body

  • your original body becomes a blank intelligence that understands all the languages you know and will follow your spoken instruction to the best of its ability. It's Mental stats all become 8 and has no abilities or proficiancies beyond simple menial tasks.
  • every time your new form takes damage your original body takes the same amount of psychic damage and vise-versa


- Returning

  • the soul of the target humanoid is unaware of anything until the possession ends.
  • If either body drops to 0 hp or your original body is ever more than 120 feet away from you, your mind returns to it and the possession ends, which you can also do as an action.
  • you can use your action to return to your old body.

Time Splitter[edit]

I have already explained this in the next few moments

2 Waiting Ahead

At 2nd level. When you roll initiative or make a dexterity saving throw, you can choose to spend 2 focus points and add your Intelligence Modifier to the roll. You can choose to spend the points after you make the save but before the result is determined.

Chrono Twisting.

Starting 7th level, you can as a bonus action create an aura for 5 focus points that extends 20 feet in all directions until the start of your next turn. You gain 10 feet to your movement speeds. If a friendly creature other than you enters this aura or starts it's turn there it's movement speeds increase by 10 feet for that turn. If a hostile creature enters this aura or starts it's turn there its speeds are reduced by 10 feet (min of 5) for that turn. Additionally when a creature within the aura makes an attack, you can use your reaction by spending 3 more focus points to force it to make a Dexterity saving throw which it can choose to fail. On a fail you can increase or decrease the result of the attack roll by 3.

Temporal Suspension

at 10th level you can target a creature as an action and force it to make a Wisdom saving throw which it can choose to fail. On a failure, you send it some time into the future. When you do so you must concentrate on this effect as though you are casting a spell. while concentrating on this effect you must spend one focus point at the start of your turn per creature suspended in this way. When your concentration ends, every affected creature appears back in its space in the same condition it was in before the jump. An unconscious or bleeding out creature automatically fails its save. You can additionally use this on an object that is no more than 5 feet in any dimension. Such inanimate objects also require 1 point per turn to maintain its temporal suspension.

Time Swapping

at 14th, as an action, before you use any movement, you can spend 25 focus points targeting an ally within 30 feet. The targeted creature gets one additional action, bonus action, reaction and it's speed is doubled. Its AC and attack rolls increases by 2 and its melee damage rolls deal additional force damage = to your Intelligence modifier. In exchange you become slowed (as though under the effects of the slowed spell.) except there is no impact on your concretion checks. at the start of your next turn all effects end.

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