Path of the Psi Smasher (5e Subclass)

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Path of the Psi Smasher[edit]

Barbarian Subclass

The school of psionic magics is usually associated with highbrow intellectuals solving the math of reality within their brains or strange, twisted creatures of the Far Realms enforcing their visions upon the world never meant to know them, but for some, psychic powers are just a natural extension of how their brains and bodies work. While rarely delving into the finer points of telekinesis or telepathy, those instinctual psions like you learn to supplement their physical prowess with mental might, or vice versa, for both enhanced defense and offense. Such Psi Smashers, a name originally meant as an insult by a very bruised wizard, have proven to be especially effective in using their powers to disrupt and resist the spells of more sophisticated mages, especially those of fellow psionicists.

Psionic Power

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psionic Armor. You may cloak yourself in a telekinetic shield for extra protection. As a bonus action, you can roll one Psionic Energy die to gain temporary hit points equal to the roll + your Wisdom modifier for 1 minute. While you have these hit points, you have resistance to Psychic damage.

Psionic Break. Your strange magic disturbs the minds of more mundane spellcasters. When you damage a creature concentrating on spell, you can roll one Psionic Energy die to give them disadvantage on the concentration saving throw. If they fail it, they take Psychic damage equal to the roll. This feature must be used before you know whether the caster succeeds or fails on the saving throw.

Psionic Ward. You may use your psionic power to negate magic cast upon you. When you fail a saving throw against a spell or other magical effect, you can roll one Psionic Energy die and add the number rolled to the saving throw, potentially turning failure into success. If you succeed on the saving throw, reduce the damage taken from the spell or magical effect by your Wisdom modifier.

Hard Head

Starting at 3rd level, you may erect a permeant coating of repulsive force across your skin. While you are not wearing any armor, your armor class equals 10 + your Constitution modifier + your Wisdom modifier. You can use a shield and still gain this benefit. While raging, you may also add your Rage Damage bonus to your Wisdom saving throws.

Mental Muscles

Starting at 6th level, while not as flashy as big spells like fly or telekinesis, your psionic lift and jump supports are far easier to sustain. When determining your long jump distance, carrying capacity, and the weight you can push, drag, or lift, you may add your Wisdom score to your Strength score. You also gain a bonus to your Strength (Athletics) checks, high jump height, and Strength saving throws equal to your Wisdom modifier.

Psychic Shield Wall

Starting at 10th level, your mind becomes guarded by psionic fury. While raging you have advantage on saving throws you make to avoid or end magical charmed, incapacitated, and frightened conditions on yourself. Whenever you succeed on such a saving throw, you can roll one Psionic Energy die and the caster takes Psychic damage equal to the roll + your Wisdom modifier.

Brain Drain

Starting at 14th level, you may sap the mental energy of your opponents to fortify yourself. When you make a critical hit with a melee attack against a creature, you may forgo adding one Brutal Critical die to the damage roll to regain one expended Psionic Energy Die and missing hit points equal to your Wisdom modifier. When you use this feature, you can turn your next Intelligence or Charisma saving throw within 1 minute into a Wisdom saving throw.


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