Psi Warrior, Variant (5e Subclass)

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Psi Warrior, Variant[edit]

Fighter Subclass

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Psionic Power

Beginning 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).

You learn three Psionic Powers from among the ones listed at the end of the page. You learn additional powers when you reach 7th, 10th, and 15th level. Each time you gain a level in this class, you can replace one or all powers you know with different ones from this feature. Some powers have level prerequisites, which refers to your level in this class. You cannot learn a power unless you meet that requirement.

Some power require saving throws to resist their effects, which uses your Psionic Save DC.

Psionic Save DC = 8 + your proficiency bonus + your Intelligence modifier

Novice Esper

At 3rd level, your latent psionic abilities manifest in useful ways. You learn Mage Hand. In addition, when you finish a short or long rest, you touch one weapon to give it the Thrown property with a range of 20ft/60ft. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The influenced weapon’s benefits are suppressed while a creature other than you wields it.

Guarded Mind

By 7th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Overflowing Essence

Starting at 10th level, your abundance of psionic energy allows you to use your power more freely. Once per turn, when you use a power that does not have a level prerequisite, you do not expend a Psionic Energy die.

If you are not in combat, you can only use this ability once per minute.

Bulwark of Force

At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30ft of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Master

By 18th level, your ability to move creatures and objects with your mind is matched by few. You can cast the Telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend two Psionic Energy die to cast it again.

Psionic Powers[edit]

Mind Over Muscle

When you make a Strength saving throw, you can use your reaction to expend one Psionic Energy die and use your Intelligence modifier instead of Strength for the roll.

Protective Field

When you or another creature you can see within 30ft of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psionic Influence

When you make a Persuasion or Deception check, you can expend a Psionic Energy die and add the number rolled to the total.

Psionic Dispersal

You can cast Absorb Elements once per short or long rest, unless you expend a Psionic Energy die to do so again.

Psionic Strike

You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30ft of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.

Telekinetic Drive

As a bonus action, you boost physical capabilities for 1 minute or until you fall unconscious or die. While boosted, you gain the following benefits:

  • Your walking speed increases by 10ft.
  • You gain a +1 bonus to your AC.
  • You can take the Dash, or Disengage action as a bonus action.

You can only boost yourself once per long rest, or unless you expend a Psionic Energy die to do so again.

Flowing Electrons

Prerequisite: 7th Level

You learn Shocking Grasp and you can cast Lightning Bolt once per short or long rest, unless you expend a Psionic Energy die to cast it again.

Neural Pathing

Prerequisite: 7th Level

When you throw your weapon being influenced by Novice Esper, you can use your Intelligence modifier instead of Strength or Dexterity for hit and damage rolls.

Psionic Lethargy

Prerequisite: 7th Level

As an action, you can expend a Psionic Energy die to cast Slow, but it can only affect a single creature within range.

Psi-Powered Leap

Prerequisite: 7th Level

As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Psionic Regeneration

Prerequisite: 7th Level

As a bonus action, you can expend a Psionic Energy die to regain a number of Hit Points equal to the number rolled plus your Intelligence modifier.

Telekinetic Thrust

Prerequisite: 7th Level, Psionic Strike

When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw. If the save fails, you can knock the target prone or move it up to 10ft in any direction horizontally.

Ascendant Body

Prerequisite: 10th Level, Telekinetic Drive

You gain the following benefits while Boosted:

  • Your walking speed increases by an additional 5ft.
  • Your AC bonus increases by an additional +1.
  • You have resistance to bludgeoning, piercing, and slashing damage.

This power is unaffected by Overflowing Essence.

Psionic Potency

Prerequisite: 10th Level

Once per turn, when you roll a Psionic Energy die, you can roll it again and you must use the new roll.

Telekinetic Movement

Prerequisite: 10th Level

You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30ft of you, you can move it up to 30ft to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

Telekinetic Wrath

Prerequisite: 10th Level

You can cast Immovable Object and Pulse Wave once each per short or long rest, unless you expend a Psionic Energy die to cast one again.

Psionic Trance

Prerequisite: 15th Level

When you take a long rest, you can forgo regaining one of your Psionic Energy die to complete the rest in 4 hours.

Psionic Brutality

Prerequisite: 15th Level

When you hit a creature with a weapon attack that is being influenced by Novice Esper, you can expend two Psionic Energy die to turn the attack into a critical hit.

Singularity Shield

Prerequisite: 15th Level

As a bonus action, you can cause space within 10ft of any creature under the effects of Bulwark of Force to become difficult terrain. Creatures under the effects of Bulwark of Force are unaffected by this power. You can use this power once per short or long rest, unless you expend a Psionic Energy die to do so again.

Psionic Dominance

Prerequisite: 18th Level

You can cast Dominate Monster once per long rest, unless you expend three Psionic Energy die to do so again.

Telekinetic Crush

Prerequisite: 18th Level

When you use Telekinetic Master to cast Telekinesis and as part of the action to maintain your grip, you can force the target to make a Strength saving throw as you try to crush them. A creature takes 5d10 force damage on a failure or half as much on a success.

Telekinetic Storm

Prerequisite: 18th Level, Flow of Electrons

You can cast Chain Lightning once per long rest, unless you expend two Psionic Energy die to cast it again.

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