Order of the Wielder (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search

Order of the Wielder[edit]

shamine-king-corrin-crouch-psionic-blades-da.jpg
by [1] Quartervirus

Mystic Subclass

Mystics from the order of the wielder are martial psionic masters, that enhance their mundane combat prowess using the power of their mind, augmenting their bodies and infusing their weapons and armor with psychic power. Even simple objects in the hands of a wielder becomes a mortal weapon, which makes them deceptively dangerous opponents. Since the abilities of mystics from the wielder order are mostly designed for combat, they often pursue Immortal or Nomadic disciplines.

Bonus Disciplines

At 1st level, you learn two additional Psionic Disciplines of your choice. They must be chosen from among the Immortal or Nomadic disciplines.

Martial Training

At 1st level, you gain proficiency with martial weapons and shields.

Weapon Infusion

At 1st level, you learn how to cover weapon you hold with offensive telekinetic field. As a bonus action, you psionically infuse one melee weapon, one piece of ammunition, or your unarmed strikes. From now on you can propel your attacks with this weapon with telekinetic force.

The weapon stops being infused a few moments after you lose grip of it or become incapacitated. If infused weapon or ammunition is used to make a ranged attack, the infusion ends after it hits or a misses the target.

Immediately after you deal damage with melee or ranged attack, using infused item as a missile, you can roll a Psionic Talent die (see below) and also deal the force damage to the target equal to the number rolled.

The starting size of Psionic Talent die is a d6. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. 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, the 2 is added to the affected roll instead, and additionally you lose 2 psi points. If you have less then 2 psi points, then you take 2 force damage instead. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Tool Infusion

At 3rd level, you learn how to improve your skill in using tools, using minor telekinetic field manipulation. You can spend one minute holding a set of artisan tools you proficient with (if you have no proficiencies in any artisan tools, you become proficient in one set of your choice). After that you can add double your proficiency bonus to any ability check, that involves direct usage of that exact set of tools by appointment. The effect lasts if that set is not held by you for one full round or if you are incapacitated.

Shield Infusion

Also at 3rd level you can cover a shield with extra defensive layer made of psionic energy. As an action you can spend psi points to reinforce a shield that you are currently holding. While it is in your hand, you gain a bonus to your AC depending on the number of psi points spent: +1 for 2 points, +2 for 5 and +4 for 7. This bonus lasts for 10 minutes or before you doff that shield.

Additional Attack

At 6th level, when you make an Attack action on your turn, you can make two attacks instead of one.

Wielding Expansion

At 14th level you become proficient with medium armor, and you can apply your Shield Infusion class feature to armor other than a shield.

5.00
(one vote)

Back to Main Page5e HomebrewCharacter OptionsSubclasses