PSI User (5e Class)

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PSI User[edit]

PSI users are people who master the power of PSI, the energy that fuels psionic powers. With this power, they can blast fire from their hands, cancel opponent's spells, or even call down meteors from the universe.

Creating a PSI User[edit]

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 PSI User you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Daggers, darts, slings, light crossbows
Tools: N/A
Saving Throws: Intelligence and wisdom
Skills: Chose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion and Survival

Equipment

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

  • (a) two daggers or (b) a light crossbow and 20 bolts or (c) any simple weapon
  • (a) a scholar's pack or (b) an explorer's pack
  • leather armor and a shield

Table: The PSI User

Level Proficiency
Bonus
Features Powers Known PSI Points
1st +2 PSI Points 2 4
2nd +2 Psychokinesis 2 6
3rd +2 3 10
4th +2 Ability Score Improvement 3 14
5th +3 3 20
6th +3 Mind Augmentation 3 26
7th +3 4 34
8th +3 Ability Score Improvement 4 42
9th +4 4 52
10th +4 Psychokinesis 4 62
11th +4 5 72
12th +4 Ability Score Improvement 5 72
13th +5 5 83
14th +5 PSI Restoration 5 83
15th +5 6 94
16th +5 Ability Score Improvement 6 94
17th +6 6 105
18th +6 6 105
19th +6 Ability Score Improvement 7 120
20th +6 Mind Over Body 7 120

PSI Points[edit]

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. You regain all PSI points after you finish a long rest.

You start with 2 powers, and learn more as your level progresses, as shown in the powers known table. Manifesting a power requires an action unless otherwise specified. If the power has a duration of 1 minute or more, it requires concentration. By mediating for 10 minutes, you can swap one of your powers with another at the end of a long rest. When an attack roll or a save is needed, use these values:

Attack roll bonus = Proficiency bonus + intelligence modifier

Power save DC = 8 + Proficiency bonus + intelligence modifier

The PSI level of a power is (the minimum level that you can use it + 1) / 2.

Psychokinesis[edit]

Starting at 2nd level, you can move objects with your mind. As a bonus action, you can lift objects weight up to 5 pounds per PSI User level you have and move them at will within 30ft of you. Starting at 10th level, you can use a bonus action to exert your will on a medium or smaller creature within 30ft by making an intelligence check against its strength check. If you win the contest, you can knock the creature prone or move it by 10ft in any direction. A creature lifted up is suspended in mid air until the start of your next turn.

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.

Mind Augmentation[edit]

Starting at 6th level, you can alter your defenses to better prepare for threats. When you finish a long rest, you can replace one of your saving throw proficiencies with Strength, Dexterity, Constitution or Charisma until your next long rest.

PSI Restoration[edit]

Starting at 14th level, you can draw on PSI from your surroundings to replenish yourself. When you finish a short rest, you recover PSI points equal to your PSI user level divided by 3 (rounded down).

Mind Over Body[edit]

At level 20, your mentality has transcended your body. Each time when you finish a long rest, choose one of the following effects to gain until your next long rest:

  • All PSI powers with level 1 or 2 are free.
  • You are immune to all diseases, being poisoned and poison damage.
  • You gain a flying speed, a swimming speed and a climbing speed equal to your walking speed.
  • You gain truesight and tremorsense, each to 30ft.
  • You have resistance to all non-magical damage.
  • When you die, if you succeed on a DC 15 intelligence check, you immediately come back to life stablized. You can only use this feature once between long rests.

List of Powers[edit]

PSI Blast[edit]

Starting at 1st level, you can spend 2 PSI points to make a ranged power attack against all creatures within 20ft of you. On a hit, the creature takes 1d8 psychic damage. Starting at 5th level, you can spend 5 PSI points instead to change the damage to 3d8. Starting at 9th level, you can spend 7 PSI points instead to change the damage to 5d8. Starting at 13th level, you can spend 10 PSI points instead to chance the damage to 8d8.

PSI Communation[edit]

Starting at 1st level, you can spend 2 PSI points to bestow the ability of understand all languages to a target you touch for 1 hour. Starting at 5th level, you can spend 5 PSI points instead to bestow the target the ability to speak all languages for 1 hour in addition to its original effects. Starting at 9th level, you can spend 7 PSI points to establish a telepathic bond with at most 10 creatures you can see within 30ft. For 1 hour, you and your targets can communicate with one another mentally.

PSI Freeze[edit]

Starting at 1st level, you can spend 2 PSI points to cause a very cold wind to swirl around a creature within 30ft of you. The target takes 1d10 cold damage and the target must succeed on a Constitution saving throw against your power save DC or be restrained by ice for 1 round. Starting at 5th level, you can spend 5 PSI points instead to change the damage to 2d10. Starting at 9th level, you can spend 7 PSI poins instead to change the damage to 3d10. Starting at 13th level, you can spend 10 PSI points instead to change the damage to 4d10.

PSI Hypnosis[edit]

Starting at 1st level, you can spend 2 PSI points to attempt to put a creature within 60ft of you to sleep. The target must succeed on a Constitution saving throw against your power save DC or fall unconscious for 1 minute. Starting at 9th level, you can spend 7 PSI points instead to change the duration to 5 minutes. When the target takes any damage, it can repeat the saving throw, ending the effect on a success.

PSI Fire[edit]

Starting at 3rd level, you can spend 3 PSI points to blast fire from your fingers. Each creature within a 30ft cone must make a Dexterity saving throw against your power save DC or take 2d10 fire damage. A successful save reduces the damage by half. Starting at 7th level, you can spend 6 PSI points instead to change the damage to 4d10. Starting at 11th level, you can spend 9 PSI points instead to change the damage to 6d10. Starting at 15th level, you can spend 11 PSI points instead to change the damage to 8d10.

PSI Healing[edit]

Starting at 3rd level, you can spend 3 PSI points to heal a person within 30ft of you by 1d6 hp. Starting at 7th level, you can spend 6 PSI points instead to heal 2 people by 1d6 hp. Starting at 11th level, you can spend 9 PSI points instead to heal 5 people by 1d6 hp. Starting at 15th level, you can spend 11 PSI points instead to heal up to 10 people by 2d6 hp.

PSI Upgrade[edit]

Starting at 3rd level, you can spend 3 PSI points to give a 15ft increase to the speed per turn of all your allies within 30ft of you. Starting at 7th level, you can spend 6 PSI points to give advantage on ability checks of one skill to all your allies within 30ft of you. Starting at 11th level, you can spend 9 PSI points to give a 1d10 increase to their attack damage once per turn for all your allies within 30ft. The effects last for 1 minute.

PSI Debuffing[edit]

Starting at 5th level, you can spend 5 PSI points to target a creature within 60ft of you. The target must succeed on a Charisma saving throw against your spell save DC or its AC is decreased by 2 for 1 minute. Starting at 9th level, you can spend 7 PSI points instead to attempt to incapacitate the target for 1 minute. Starting at 15th level, you can spend 11 PSI points instead to attempt to make the target gain 1 level of exhaustion. When the target takes any damage, it can repeat the saving throw, ending the effect on a success.

PSI Shield[edit]

Starting at 5th level, you can spend 5 PSI points to protect a creature within 30ft of you with a psychic shield for 1 minute. This increases the target's AC by 2. Starting at 7th level, you can spend 6 PSI points instead to protect everyone within 30ft. The effects on a target end after an attack misses it. Starting at 11th level, you can spend 9 PSI poins instead to change the target's AC to 15 plus its dexterity modifier. Starting at 15th level, you can spend 11 PSI points instead to reflect the attack back at the attacker after the attack misses.

PSI Revival[edit]

Starting at 7th level, you can spend 6 PSI points to remove one status or condition on a creature that in within 30ft of you. Starting at 11th level, you can spend 9 PSI points instead to remove all statuses and conditions on it. Starting at 15th level, you can spend 11 PSI points instead to revive the target if it has died within the last day. Once you manifest this power, you cannot use it again until you finish a long rest.

PSI Teleport[edit]

Starting at 7th level, you can spend 6 PSI points to teleport a target that you can see to another unoccupied space of your choice that you can see. If a target ends up in an object, it takes 2d10 force damage and is immediately shunned to the nearest unoccupied space. Starting at 13th level, you can spend 10 PSI points to instantly teleport to any plane of your choice, but the DM choose where on the plane you arrive. Once you manifest this power, you cannot manifest it again until you finish a long rest.

PSI Thunder[edit]

Starting at 7th level, you can spend 6 PSI points to unleash thunder. Each creature within a 100ft line must succeed on a Dexterity saving throw against your spell save DC or take 3d10 thunder and 3d10 lightning damage. A successful save reduces the damage by half. Starting at 11th level, you can spend 9 PSI points instead to change both damages to 5d10. Starting at 15th level, you can spend 11 PSI points instead to change both damages to 7d10.

PSI Counter[edit]

Staring at 11th level, you can spend 9 PSI points as an reaction to attempt to counter a spell or a PSI power that you can see within 90 ft of you. Make an intelligence check equal to 10+the spell level/PSI level. On a success, the effect is cancelled. Starting at 15th level, you can spend 11 PSI points instead to force the caster to make a Wisdom saving throw against your power save DC in addition to its original effects. On a failure, the target cannot cast the spell or use the power again, and you can use it once with twice the normal cost (if a power) or thrice the level of the spell (if a spell). This remains until you finish a long rest.

PSI Starstorm[edit]

Starting at 17th level, you can spend 15 PSI points to call 2 stars from the sky to any point within 240ft of you. Each blast in a 30ft sphere, dealing 20d6 bludgeoning damage and 20d6 psychic damage on a failed Dexterity saving throw against your power save DC. A successful saving throw reduces the damage by half. Starting at 19th level, you can spend 20 PSI points instead to call 4 stars from the sky. After using this power, you cannot use any PSI powers again before you finish a short rest, and you cannot manifest this power until you finish a long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the PSI User class, you must meet these prerequisites: Intelligence 13.

Proficiencies. When you multiclass into the PSI User class, you gain the following proficiencies: None.


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