Psi-Specter (5e Class)

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Psi-Specter[edit]

Summoning psionic objects at will seems like a rare thing to have the ability to do. But not as rare as being able to move through objects and terrain at will. Psi-Specters abilities were powers that were never seen combined. In recorded history only few people were seen with just one or the other power. The first ever seen were a water Genasi that was able to phase through objects and a Tiefling who was able to summon Psionic Blades. Not until they united their powers did a combination of these powers, a Psi-Specter, come into existence.

Creating a Psi-Specter[edit]

As you create your Psi-Specter, consider what power set they’d have and how they’d use it. Most can easily become criminals due to their innate abilities. Next would be how they got these powers. Are they similar to Sorcerer’s as they can get their powers through their bloodline? Did they get it through magic or even from a misadventure? Psi-Specters have a strange power set so how they got their powers is up to you to decide.

Quick Build

You can make a Psi-Specter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Urchin background.

Class Features

As a Psi-Specter you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Acrobatics, Intimidation, 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 rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack or (b) a dungeoneer’s pack or (c) an explorer’s pack
  • Leather armor

Table: The Psi-Specter

Level Proficiency
Bonus
Psionic Weapons Features
1st +2 1d8 Psionic Energy, Phase
2nd +2 1d8
3rd +2 1d8 Psi-Specter Archetype
4th +2 1d8 Ability Score Improvement
5th +3 2d8
6th +3 2d8 Psi-sistance
7th +3 2d8
8th +3 2d8 Ability Score Improvement
9th +4 2d8 Psi-Specter Archetype
10th +4 2d8 Ability Score Improvement
11th +4 3d8 Psionic Phase
12th +4 3d8 Ability Score Improvement
13th +5 3d8
14th +5 3d8 Blindsense+
15th +5 3d8 Psi-Specter Archetype
16th +5 3d8 Ability Score Improvement
17th +6 4d8
18th +6 4d8 Psionic Stability
19th +6 4d8 Ability Score Improvement
20th +6 4d8 Psi-Specter Archetype

Psionic Energy[edit]

At 1st level, you begin to harbor psionic energy and magic that resides in the world. You can temporarily manifest this psionic energy as objects in your hands that you can touch as a bonus action. These objects cannot be larger than a 1-foot cube, and cannot last longer than 6 seconds nor produce sound.

This Psionic Energy can used to make simple melee weapons, which you are proficient with. Whenever you take the Attack action, you can manifest a Psionic weapon from your free hand and make a Dexterity or Intelligence attack roll with that weapon. This magic weapon has the finesse and thrown properties with a normal range of 60 feet and no long range. On a hit, it deals psychic damage equal to 1d8 plus the ability modifier you used for the attack roll. The weapon vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. This weapon’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic weapon as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack uses d6s, instead of d8s and does not add your ability modifier to the damage.

Phase[edit]

Also at 1st level, part of you is able to enter the ethereal plane. As a bonus action, you can make up to two of your limbs, and any equipment on them, become semi transparent and phase through objects until the start of your next turn. Alternatively, you can use your action to make your entire body semi transparent. This allows you to move through non-magical difficult terrain without expanding any additional movement and move through non-magical objects and creatures as difficult terrain. You can still take damage as normal. If you end your turn inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you are moved.

Psi-Specter Archetype[edit]

At 3rd level, you choose an archetype to help you hone your strange abilities. Choose one of the Archetypes detailed at the end of the class description. Your choice grants you features at 3rd level and then again at 9th, 15th, and 20th level.

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.

Psi-sistance[edit]

Starting 6th level, you can have the psionic energy that surrounds you and your ability to phase help you when you come short in some tasks. When you make an ability check, you can use your reaction to add your Dexterity modifier to the roll if it's a Strength, Dexterity, or Constitution check or your Intelligence modifier to the roll if it a Intelligence, Wisdom, or Charisma check. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Psionic Phase[edit]

At 11th level, you’ve figured out how to make your psionic weapons phase like you do. When you use your Attack action to make an attack with your psionic weapons, you can choose a creature within a 15 foot cone behind the target creature and make an attack roll against the chosen creature as the weapon goes through your target to the next. On a hit, that target takes an amount of damage equal to your Psionic Weapons damage.

Blindsense+[edit]

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. In addition, you can see 60 feet into the Ethereal Plane when you are on the Material Plane.

Psionic Stability[edit]

At 18th level, psionic energy now forever protects you and easily makes its way through enemies. You gain resistance to psychic damage. In addition, your psionic weapons ignore resistance to psychic damage and treats immunity to psychic damage as resistance to psychic damage.


Psi-Specter Archetypes[edit]

Psi-Specters are all very similar. Each Psi-Specter can use their Psionic energy and Phasing abilities but can choose to specialize in one ability. When a Psi-Specter reaches 3rd level, any abilities you're keen on improve. Your choice of archetype enhances their powers but does not restrict them to their specialized ability.

Psychical Presence[edit]

You focus on using your abilities to keep yourself alive. Along side reaching across the planes to face danger.

Bonus Proficiency

When you choose this subclass at 3rd level, you gain proficiency in the Acrobatics or Arcana skill.

From the Shadows

Also at 3rd level, you can hide parts of yourself to dodge attacks easier. While not wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier.

Planar Psionic Protection

Starting at 9th level, the psionic energy that surrounds you and your ability to phase are now on stand-by to protect you after you rest. When you finish a long rest, you gain temporary hit points equal to your level. In addition, when you regain hit points, you also gain an amount of temporary hit points equal to half the amount of hit points you healed. You may only have up to an amount of temporary hit points equal to half your level this way.

Psionic Projection

At 15th level, you project psionic energy into yourself to essentially clone yourself. This clone remains on the ethereal plane which allows you to attack creatures on the Ethereal Plane and the Material Plane simultaneously.

Phasic Proficiency

At 20th level, your Psionic creations and Phase ability now allow you to be more potent. Your Dexterity and Intelligence scores increase by 2. Your maximum for those scores is now 22.

Ethereal Aspect[edit]

You allow yourself to become more ghost-like than most others. Often, people fear and stay away from anything resembling a ghost. But not you.

Moving Phase

Starting at 3rd level, your movement speed increases by 10 feet. At 15th level, you gain another 5 feet of movement.

Improved phase

Also at 3rd level, when you are phased, moving through non-magical objects and creatures no longer counts as difficult terrain for you. In addition, whenever you get shunted out of an object or creature, you have resistance to the force damage you take.

Uncanny Dodge

Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Invisible Skill

At 15th level, when your arms or whole body is phased, you can choose to momentarily have those parts of you be essentially invisible. The next time you make an attack after becoming phased, you gain advantage on that attack. In addition, while phased, making a Stealth or Sleight of Hand check against a creature, you have advantage.

You can use this feature a number of times equal to your Dexterity modifier, and regain your uses after finishing a long rest.

Improved Phase

At 20th level, you’ve honed your phasing to its limit. You can now use the full body phase from your Phase feature as a bonus action instead of an action. In addition, any creatures of your choice you pass through take 1d6 force damage as you mildly displaced them. You can deal damage to creatures this way an amount of times equal to your Dexterity modifier per turn.

Mystic Edge[edit]

You focus and hone the psionic manifestations you create. You enhance the capabilities of your Psionic abilities much more than any others.

Psionic Distance

Starting at 3rd level, your psionic weapons gain an extra 10 feet of range. At 15th level, you gain another 5 feet of range.

Psionic Manifestation

Also at 3rd level, you can now make longer lasting items using your Psionic Energy. You can make an amount of items up to your proficiency bonus at a time, each lasting for one minute or until unmanifest by you. If you use this feature again before the last item(s) you had manifested disappear, the oldest among those last items disappear until the amount of items summoned equals your proficiency bonus.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Spectral Weapons

At 15th level, you are able to temporarily allow your weapons to enter the Ethereal plane between attacks. When you make an attack roll with your psionic weapons, you can choose to let your psionic weapon enter the Ethereal Plane and gain advantage on the attack roll. If you use your Psionic Phase feature on this attack, the following attack also gains advantage as it disappears after leaving the initial target.

You can use this feature a number of times equal to your Intelligence modifier, and regain your uses after finishing a long rest.

Improved Psionic Phase

At 20th level, you manipulate your Psionic Phase. When using your Psionic Phase feature, you can target an additional creature.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Psi-Specter class, you must meet these prerequisites: Dexterity 13 and Intelligence 14

Proficiencies. When you multiclass into the Psi-Specter class, you gain the following proficiencies: Simple weapons, Leather armor

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