Energy Blade (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Work In Progress


[edit]

<!-Introduction Leader->[edit]

still a work in progress.

last updated: Korr_Barbarian (talk) 00:15, 23 January 2023 (MST)

Creating a Psychic Ninja[edit]

A warrior gifted with the capacity to shape mental energy into semi-solid blades. She spent years honing her abilities and training in the art of blade combat.

Quick Build

You can make an Psychic Ninja by allocating your ability scores as follows:

Use the Custom Lineage box, featured on page 8 of Tasha's Cauldron of Everything, as a guide to pick character options. It is recommended to use the list below to assemble the Psychic Ninja.

  • Size: Medium
  • Speed: 30 feet
  • ASI: put one point in intelligence and one point in constitution
  • Feat: Savage Attacks (reference PHB, page 44)
  • Variable Trait: darkvision
  • Languages: Common & a second language

Class Features

As a Psychic Ninja you gain the following class features.

Hit Points

Hit Dice: 1d12 per Psychic Ninja level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Psychic Ninja level after 1st

Proficiencies

Armor: None
Weapons: kunais, tantos, wakizashs, kodachis, katanas, longswords, daggers, shortswords
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Investigation, Stealth

Equipment

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

Table: The Psychic Ninja

Level Proficiency
Bonus
Features Psionic Energy die Psi Replenishment
1st +2 Psionic Energy, Magenta Blades, Energy Protection, Blade Master d4 1
2nd +2 <!-Class Feature2-> d4 1
3rd +2 <!-Class Feature3-> d4 2
4th +2 Ability Score Improvement d4 2
5th +3 d6 3
6th +3 d6 3
7th +3 d6 4
8th +3 Ability Score Improvement d6 4
9th +4 d8 5
10th +4 d8 5
11th +4 d8 6
12th +4 Ability Score Improvement d8 6
13th +5 d10 7
14th +5 d10 7
15th +5 d10 8
16th +5 Ability Score Improvement d10 8
17th +6 d12 9
18th +6 d12 9
19th +6 Ability Score Improvement d12 10
20th +6 d12 10

Psionic Energy die[edit]

Your mind is a weapon. Harness the power within. Use it during combat controlling and shaping within. harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Energy die. Its starting size is a d4. The die increases in size as you gain Psychic Ninja levels, as shown in the class table. As your character develops, other features will reference the use of this die.

During combat, while using your class features, the die’s size can be reduced. If you roll the highest number on your Psionic Energy die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable. Losing access to your Psionic Energy die will temporarily disable other class features. At that point, you will have to rely on your arsenal of physical weapons, your HP, your friends, and your wits to get through combat. Completing a long rest will restore your Psionic Energy die to its starting size. As you reach certain class levels, the starting size of your Psionic Energy die will increase: at 5th level (d6), 9th level (d8), 13th level (d10), and 17th level (d12).

It is possible a Psychic Ninja will experience a surge of mental energy and risks decreasing the size of the Psionic Energy die. This mechanic simulates them spending their mental energy and weakening their psychic power. It may happen in the same turn. For example: you take an attack action with your Mind Blade and the damage roll results in the highest number. The Psionic Energy die will be a size smaller during the bonus action. Some situations will require you to roll more than one damage die, like when criting or using certain class features. If two or more dice result in the highest number, your die size only drops down one size. Damage rolls with physical weapons do not change the Psionic Energy die. Note that some class features may be temporary unavailable until your Psionic Energy die is returned.

Psi Replenishment[edit]

A Psychic Ninja gains access to a feature called Psi Replenishment. If your Psionic Energy die becomes unusable, this feature will resets the die to its starting size. You may spend your bonus action to focus your mind. Your Psionic Energy die is restored to its regular size. You have a limited uses of this feature as indicated in the class table. When it becomes exhausted, you will need to take a long rest to restore the use of this feature.

Katana of Thought[edit]

You can harness the power of your psyche to create a semi-solid blade of raw energy. When this feature is used, energy extends one foot in length from your main hand. The general shape, color, and brightness is unique to the individual. The katana's appearance my change dependent on the user's emotional state, personality, or aesthetic preference. The psychic weapon's appearance has no mechanical effect - it's just for flavor.

To use this feature, take the Attack action while in melee range of your target. The magic blade extends from your main hand. It is considered a physical melee weapon and you are proficient with it. The psychic weapon is considered a magical weapon for the purpose of overcoming resistances and immunities to nonmagical attacks and damage. Anytime you attack with your katana, apply your intelligence ability modifier and your character's proficiency bonus to your attack roll. On a successful hit, calculate the damage by rolling using your Psionic Energy die and add your intelligence ability modifier. If your score a critical hit, you roll two extra Psionic Energy dice. Add the results of the extra dice to the damage total. You cannot add your intelligence ability modifier to the second die.

You have the option to two-weapon fight with this feature as long as your Psionic Energy die is still available. If your off-hand is free - not using a physical weapon, wielding a shield, and not holding any other object - you can use your bonus action to create a second katana. Make your follow up attack just as you did before.

Regardless if your attacks hit or miss the target, the psychic weapons dissipate. As long as your Psionic Energy die is still available, you can continue to use this class feature on future combat turns.

Psychic Armor[edit]

A psychic ninja may project their physical bodies with their mental powers. As long as their Psionic Energy die is available, they can extend their mental energy around their person. You can use this feature as long as you are not wearing armor or wielding a shield. If your Psionic Energy die becomes exhausted, your Psychic Armor evaporates. If at some point you don armor or pick up a shield, your concentration breaks, and this protection dissipates. You may choose to deactivate this feature at will.

Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.

Sword Master[edit]

When two-weapon fighting with light weapons you are proficient with, you can add either your Strength or Dexterity ability modifier to the attack and damage rolls of the off-hand attack.

Sword Master II[edit]

You excel at fighting with physical blades and gain several benefits when using weapons you are proficient with. Any weapons that are not light or do not have the finesse property gain both. When two-weapon fighting, your AC increases by 1. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Energy Blades[edit]

As long as you have access to a Psionic Energy die, you can add some of your mental energy to your physical weapons. Blades you are proficient with become magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage. Also, you may use your Intelligence ability modifier for attack and damage rolls rather than using Strength or Dexterity ability modifiers. Critical hits will use the weapon's damage die.

Blur of Steel[edit]

A Psychic Ninja trains hard with both physical and mental blades. When this feature unlocks, they can make an extra attack with weapons they are proficient with or when using the Mind Blades feature. You can attack twice, instead of once, whenever you take the Attack action on your turn. If you are two-weapon fighting, you can attack with your off-hand, even if you already used your bonus action. This feature does not grant a second bonus action. Also, you must have a Psionic Energy die available to use Blur of Steel.

Sacrifice Body[edit]

Psychic Ninjas reach a point when they can consume portions of their physicality to fuel their mental abilities. When making attack actions with your Mind Blade, you may spend some of your hit points to add one extra Psionic Energy die to a successful attack roll. If you crit, you may roll a total of three Psionic Energy die instead of two with this feature. Sacrifice Body does not allow you to increase the size of your Psionic Energy die. You can only add your intelligence ability modifier once when calculating the damage. If the result of any of of the damage dice is the highest number, the die will reduce in size by one on the next use. You can use this feature with a bonus action as well.

Use the chart below to determine the cost requirement to use this feature:

  • one extra d4 Psionic Energy die costs four HP
  • one extra d6 Psionic Energy die costs six HP
  • one extra d8 Psionic Energy die costs eight HP
  • one extra d10 Psionic Energy die costs ten HP
  • one extra d12 Psionic Energy die costs twelve HP

Speed Of Thought[edit]

The Psychic Ninja is focused on melee combat over ranged. When you gain this class feature, you have increased movement beyond your base speed. As long as you have access to a Psionic Energy die, with the size of a d8 or greater, you can increase the distance you can travel on land. When using this feature, Speed of Thought allows a Psychic Ninja can navigate around the battlefield at a great pace. When using this class feature, you can further increase the distance when you take the Dash action. Once per turn, Speed of Thought also allows you to automatically Disengage from combat, without spending your action. When your Psionic Energy die is a d8, your speed becomes 40. If it's a d10, then your speed is 50. A d12 increases your speed to 60. If your Psionic Energy die is a size smaller than a d8, your speed returns to 30. If it is exhausted, your speed remains 30, but you are unable to use any of the other benefits of this class feature.

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.

Home of user-generated,
homebrew pages!


Advertisements: