Psionic: Scarlet Nexus (5e Class)
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Psionic: Scarlet Nexus[edit]
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Psionic: Scarlet Nexus[edit]
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Creating a Psionic[edit]
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- Quick Build
You can make a Psionic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by (Pending on Archetype). Second, choose the Solider background. Third, choose Longsword or Daggers
Class Features
As a Psionic you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Psionic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Psionic level after 1st
- Proficiencies
Armor: Light & Medium Armor
Weapons: Simple & Martial Weapon
Tools: None
Saving Throws: Intelligence
Skills: Choose 2 of any
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One Martial Weapon or (b) Six Dagger or (c) One Simple Weapon
- (a) leather armor or (b) scale mail
- (a) Explorer's Pack or (b) Scholar's Pack or (c) Diplomat's Pack
- (a) Two crossbow, light and Crossbow Bolts (20) or (b) Derringer and Bullets (20)
- If you are using starting wealth, you have If you are using starting wealth, you have 4d4 x 10 gp in funds. in funds.
Level | Proficiency Bonus |
Features | Psi Points | Disciplines Known | Psi Limit |
---|---|---|---|---|---|
1st | +2 | Psionics, SAS, Brain Talk | 3 | 1 | 2 |
2nd | +2 | Evasive Maneuvers, Training Regiment | 6 | 1 | 2 |
3rd | +2 | SAS Feature | 9 | 2 | 3 |
4th | +2 | Ability Score Improvement | 12 | 2 | 3 |
5th | +3 | Extra Attack | 15 | 3 | 4 |
6th | +3 | Psionic Barriers | 18 | 3 | 4 |
7th | +3 | SAS Feature | 21 | 4 | 5 |
8th | +3 | Ability Score Improvement | 24 | 4 | 5 |
9th | +4 | Psionic Drain | 27 | 5 | 6 |
10th | +4 | Brain Drive | 30 | 5 | 6 |
11th | +4 | — | 33 | 6 | 7 |
12th | +4 | Ability Score Improvement | 36 | 6 | 7 |
13th | +5 | SAS Feature | 39 | 7 | 8 |
14th | +5 | Brain Crush | 42 | 7 | 8 |
15th | +5 | Mind Over Matter | 45 | 8 | 8 |
16th | +5 | Ability Score Improvement | 48 | 8 | 8 |
17th | +6 | SAS Feature | 51 | 9 | 9 |
18th | +6 | Psionic Mind & Body | 54 | 9 | 9 |
19th | +6 | Ability Score Improvement | 57 | 10 | 9 |
20th | +6 | Brain Field | 60 | 10 | 9 |
Psionics[edit]
- Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a psionic to manifest psionic power. A psionic masters only a few disciplines at a time. At 1st level, you know one psionic discipline of your choice. The disciplines known column of the psionic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.
- Psi Points
Starting at 1st level, You have an internal reservoir of energy that can be devoted to psionic abilities you know. This energy is represented by Psi Points. Each psionic abilities describes effects you can create with it by spending a certain number of psi points. The number of psi points you have is based on your Psion level, as shown in the psi points column of the Psion table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.
- Psi Limit
Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your psionic level, as shown in the Psi Limit column of the psionic table. For example, as a 3rd-level psionic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.
- Psychic Focus
You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.
- Psionic Ability
Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.
- Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
- Discipline attack modifier = your proficiency bonus + your Intelligence modifier
SAS[edit]
Starting at 1st level, you chose a SAS. Choose between Gravikinesis, Pyrokinesis, Electrokinesis, Clairvoyance, Duplication, Sclerokinesis, Hypervelocity, Teleportation, and Invisibility, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 7th, 13th, and 17th level.
Brain Talk[edit]
Starting at your 1st level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature that you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. you can use your telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. Your brain can let those creatures telepathically hear each other while connected in this way.
In addition, those that also have Brain Talk may establish a connection and telepathically communicate up to 1000 feet from each other. The range increases again at levels 11 (1 kilometer) and 17 (10 kilometers).
Evasive Maneuvers[edit]
Starting at 2nd level, your extensive combat training has heightened your reflexes far beyond human levels allowing you to effortlessly dodge even the most devastating attacks. When you are targeted by a creature for a melee attack or a ranged attack you may use your reaction to perform a Dexterity saving throw of DC 15 + Dexterity Modifier of the Opponent. On a success, you take no damage and can move up to 10ft in a direction of your choice without provoking Attacks of Opportunity. You can use Evasive Maneuvers a number of times equal to your Proficiency bonus and you regain any expended uses when you finish a short rest.
Training Regiment[edit]
Starting at 2nd level, you become an expert at transporting yourself around the battlefield. As a bonus action on your turn, you can jump up to 30 feet in the air. Roll an Dexterity (acrobatics) or Strength (athletics) check. The DC for this check is half the amount of feet you wish to jump up or 10 (whichever is higher). On a success, you jump up that amount of feet, on a fail you only go half as high. You remain in the air until the end of your turn, during which you cannot move, you then fail into a space of your choice within an X radius of the point you jumped up from. X equals the amount of feet up you jumped, rounded down to the nearest 5 feet.
If you land in a space occupied by a creature, you are both knocked prone and both take 2d6 bludgeoning damage. If you succeeded the jump check, you don't fall prone and takes half the bludgeoning damage. If the creature is of a larger size than you, its not knocked prone and take half the bludgeoning damage. The creature is then pushed into the nearest unoccupied space.
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.
Extra Attack[edit]
At 5th level, when you take the attack action, you may attack an additional time.
Psionic Barriers[edit]
Starting at 6th level, you gain advantage in saving throws against frightened, charmed, mind control effects and any affect that would attempt to alter your mind.
Psionic Drain[edit]
Starting at 9th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by doubled the number of psi points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a short or long rest.
You can use this feature a number of times equal to your Intelligence modifier per long rest.
Brain Drive[edit]
Brain Drive is a state of mind boosting one's attacks, speed, control, and powers of their psionic abilities. Starting at 10th level, while your psi points drop to 2/4 from its current maximum (rounded down), you may use a bonus action to enter into Brain Drive. This last for 1 minute. This feature can only be used once per short or long rest. The following benefits will be applied:
- You gain a +2 to AC.
- You gain resistance to psychic damage.
- Your movement speed doubles in base movement speed.
- Your DC checks for disciplines increases by +2.
- Your disciplines treat immunities as resistance and resistance as normal damage.
- Your disciplines adds your Intelligence modifier to the damage rolls.
- Your disciplines has their cost reduced by 2 but cannot be lower than 1.
In addition, starting at 18th level, you may enter into Brain Drive by using bonus action instead of an action. Finally, you can maintain two concentration disciplines simultaneously. For having two concentration disciplines active simultaneously you are only allowed to cast additional non-concentration discipline of 3rd or lower-level psi limit, concentration Constitution save DC becomes 18 or damage taken halved rounding up, whichever is higher.
Brain Crush[edit]
You've become extremely proficient at executing your enemies with your psionic abilities. But most importantly your extremely proficient in doing it with style.
Starting at 14th level, make a single attack or discipline attack against them, if an attack is successful against a creature whose current HP is equal to or below 5 multiplied by your proficiency bonus, they will be executed and killed by your psionic abilities. If not, you deal an additional 5d10 damage to them. You can use this feature a number of times equal to your Intelligence modifier per short or long rest.
Mind Over Matter[edit]
Starting at 15th level, you have advantage against spells that could influence your actions such as command, suggestion, and illusion base spells. Anyone that entire your mind without permission must roll a 8 + Intelligence modifier + proficiency bonus or take your Psionic Level + Intelligence modifier as psychic damage that ignores resistance and immunity and be forced out of your mind.
Additionally, creatures with less than 18 Intelligence score rolls any DC saves with a disadvantage against you.
Psionic Mind & Body[edit]
Starting at 18th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. Your Intelligence and SAS's proficiency save scores increase by 4. Your maximum for those scores is now 24.
Brain Field[edit]
The Brain Field is a very powerful, however dangerous system.
Starting at 20th level, while Brain Drive is activated and you're below 2/4 Hit Points, you may use an action to enter into Brain Field. Brain Fields give you the upper hand in a fight, granting you enhanced attacks, attack damage and allies' buffs that has both the Brain Talk and Brain Drive features. This last for 6 rounds. This feature can only be used once per in-game week. You gain the following benefits that will be applied:
- You gain a +4 to AC.
- You gain resistance to all damage types, with the exception of psychic damage.
- You and allies movement speed doubles in base movement speed.
- You gain a 2nd action and bonus action each turn.
- Your DC checks for disciplines increases by +4.
- Your disciplines has their cost reduced by 4 but cannot be lower than 1.
- Your disciplines adds double your Intelligence modifier to the damage rolls.
- Your attacks and disciplines ignore resistance and immunities.
- While Brain Field is active, all allied creatures with Brain Drive active treat normal damage types as vulnerabilities.
- Nearby allies can freely use Brain Drive for the duration of Brain Field without spending any usage.
In addition, if you do not leave Brain Field with an action when it ends. You will die, automatically failing all Death Saves. If you leave the Brain Field early, you will receive levels of exhaustion equal to the number of rounds you've stayed in Brain Field to the point of exiting out of it. After that you must roll a Constitution saving throw DC 12+Rounds in Brain Field. If failed, you are unconscious for 2d10 Hours.
SAS Archetypes[edit]
SAS: Gravikinesis[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Dexterity Save, the skills acrobatics, investigation, and sleight of hand. If you already had proficiency in any of these skills gain expertise.
- Kinetic Weapons
Starting at 1st level, if you have at least 3 psi points. You can use your psionics to have flying weapons that float around, you may use them to make a melee or range attacks. You can have a number of weapons equal to half your Intelligence modifier rounded up (Minimum 1, Maximum 3). These weapons may immediately return to you as a bonus action when you use an attack or feature that sends them out. Every weapon has their own set of properties shown in the following list:
- Conceal
At the start of combat, any weapon with this property is considered concealed if it is not equipped. If you attack with a concealed weapon, you can roll a (Intelligence) Sleight of Hand check against the target's passive Perception score. On success, your attack gains advantage, and the enemy is treated as if surprised for this attack.
Once you use this property, you cannot benefit from it again for any creature which observed you using the property, until you successfully hide. A creature can roll a Perception check against your passive Sleight of Hand or Arana score, and if successful, they spot your concealed weapons, removing any benefit from this property for the duration of the encounter or until you successfully hide again.
- Deflect
When struck by a melee weapon attack, you can use your reaction to deflect some damage you would receive. If wielding one Deflect weapon, you can roll your weapon's damage, add your Intelligence modifier, then subtract that total from the damage you would receive from a source you can see. If you are wielding a Deflect weapon with two hands, you can add your Intelligence modifier twice to this total or add your Dexterity in addition to your Intelligence modifier if your weapon has the Finesse property. If you are wielding two Deflect weapons, you can roll both weapons Deflect rolls and take the highest result or you can choose to deflect another attack using your off-hand weapon, as part of the same reaction. You do not add your modifier to the off-hand Deflect roll unless you have the Two-Weapon Fighting Style.
Deflect does not interact with any other weapon property, such as Balanced, Keen, or Puncture; you simply roll your weapon's damage dice normally.
- Keen
This weapon is extraordinarily sharp or devastatingly accurate. When you score a critical hit or a powerful blow with this weapon, add an additional damage die to the weapon damage dice and any attachers rolled. The added damage die is not doubled from a critical hit.
- Slip
This weapon is designed to slip into gaps of armor or natural protection such as bones or scales. When you have advantage, this weapon gains an additional damage die.
- Steady
This weapon is designed to allow its wielder to shoot on the move. When you use a dash or disengage action, you can use your bonus action to make one ranged attack with this weapon if equipped and loaded.
- Stagger
The weight of your weapon can stagger the enemy's defense, knocking them off balance. When you miss a creature that you can see without rolling a 1, but the total is less than the target's AC up to an amount equal to your Intelligence modifier if your weapon is wielded with two hands, or half your Intelligence modifier if you wield a weapon with one-hand, the next attack against this creature before the start of its next turn gains advantage. If your Intelligence modifier is 0 or less, the minimum for both of these is 1.
When you hit, you can deal only your Intelligence modifier in damage, minimum of 1, and impart this effect voluntarily. When you score a critical hit, you always Stagger your enemy. You cannot Stagger targets two sizes larger than you. A ranged weapon with the Stagger property, substitutes Dexterity for Strength in this case.
- Puncture
These piercing weapons deal significantly more damage if they hit a vital weak spot in the enemy. When you roll a maximum value with any of your weapon's piercing damage dice, you can roll that dice again and add the result to the total damage dealt. This can keep happening as many times as you roll maximum values on damage dice, even on the new rolls. New dice generated by the Puncture property are not affected by any other property except Puncture itself.
Weapon | Melee Damage | Range Damage | Melee Damage Types | Range Damage Types | Throwing Range | Properties |
---|---|---|---|---|---|---|
Daggers | 1d4 | 1d8 | Slashing/Piercing | Piercing | 60/180 | One-Handed, Light, Finesse, Conceal, Slip |
Shortswords | 1d6 | 1d8 | Slashing/Piercing | Slashing/Piercing | 40/120 | One-Handed, Light, Finesse, Steady |
Longswords | 1d8(1d10) | 1d8 | Slashing | Slashing/Piercing | 20/60 | One-Handed, Finesse, Versatile(1d10), Deflect |
Greatswords | 2d6 | 1d8 | Slashing | Piercing | 15/30 | Two-Handed, Heavy, Keen |
Quarterstaff | 1d6(1d8) | 1d10 | Bludgeoning | Bludgeoning | 20/60 | One-Handed, Reach, Versatile(1d8), Stagger |
Spears | 1d6(1d8) | 2d6 | Piercing | Piercing | 30/90 | One-Handed, Reach, Versatile(1d8), Puncture |
In addition, starting at 7th level, your kinetic weapons count as magical for purposes of overcoming resistance and immunity.
- Psionic Precision
Starting at 3rd level, that the cost of 2 psi point per kinetic weapon as an action, you may launch a number of kinetic weapons equal the number of psi point spent and throw them at any number of target creatures within the weapon's range of you. Make a ranged attack roll for each weapon thrown. For each hit, the target doesn't take any damage, and a weapon becomes embedded in the target for 2 rounds.
In addition, while the targets have at least 1 kinetic weapon embedded in them, they lose 15ft of movement speed per embedded kinetic weapon. The targeted creatures may use a bonus action to remove 1 kinetic weapon.
- Push & Pull
Starting at 7th level, you can use an action on your turn and expend 3 psi points to use your gravity to pull or push objects at a distance. You can move your target up to 30 feet towards or away from you in a straight line as long as the target is within 30 feet of you. If your target is an object being worn or carried by an unwilling creature or a creature itself, the target must succeed in a Strength saving throw against your discipline save DC. If the target is 1 size larger than large, nothing happens. If the creature or object impacts a solid surface as result of being pushed or pulled, it takes 1d6 points of bludgeoning damage for every 5 feet after 10.
Furthermore, when a physical projectile is fired at a target within 15 feet of you, you can spend 5 psi points and use your reaction to pull the projectile towards yourself, making you the new target of the attack, the attack roll is then rolled against your AC.
- Kinetic Force
Starting at 13th level, your kinetic weapon gains a bonus of +3 to attack and damage rolls. A kinetic weapon bound to you also gains this bonus, so long as it does not already give a magical bonus to attack and damage rolls.
In addition, if you have more than one kinetic weapon. The bonus from kinetic force reduced by the number of kinetic weapons bounded to you. (Exp: 1 Kinetic Weapon: +3, 2 Kinetic Weapons: +2, and 3 Kinetic Weapons: +1)
- SAS Drive: Anti-Gravity
Starting at 17th level, while Brain Drive is active, the laws of the world no longer have meaning to you. You gain the following features:
- You are able to walk on walls and ceilings for the duration of your Brain Drive.
- You are able to solidify unstable material, such as snow or water, so that you and other creatures of your choosing are able to walk on it.
- You are able to hover up to a height equal to your movement speed for the duration of your Brain Drive.
- You are able to compress an object or structure that is no bigger than 15 square feet.
- As an action, you may immobilize a number of target creatures equal to your intelligence modifier of targeted creature by increasing their personal gravity for the duration of your Brain Drive. The save to resist this is equal to your discipline save. On a failure, the targeted creatures may only move 5 feet on any of their turns. A creature may repeat their saving throw until they succeed, or until the discipline wears off.
- As a bonus action, you may make a targeted creature incredibly light. A creature affected this way has advantage on any skill check related to jumping or climbing Every successful hit against a creature affected this way pushes them back 20 feet. The save to resist this discipline is equal to your discipline save. On a failure, the targeted creature is affected by this discipline. Any creature may repeat their saving throw until they succeed, or until the discipline wears off.
SAS: Pyrokinesis[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Charisma Save, the skills athletics, performance, and persuasion. If you already had proficiency in any of these skills gain expertise.
- Pyro
Starting at 1st level, all attacks do an additional 1d4 fire damage. This increases to 2d4 at 7th and 3d4 at 13th level.
In addition, as you gain levels in the Pyrokinesis SAS so does your affinity to fire grow:
Potent Spark. Starting at 1st level, whenever you roll fire damage with your psionic disciplines on your turn, the roll gains a bonus equal to your Charisma modifier.
Tempered. At 3rd level, you gain resistance to fire damage.
Everwarm. At 7th level, you gain resistance to cold damage.
One with the Flame. Upon reaching 13th level, you gain immunity to fire damage.
- Fire Weapon
Starting at 3rd level, you learn to imbue a weapon with your fire magic. When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon that lacks the heavy or one-handed property, which becomes your Fire Weapon.
- You gain proficiency with the Fire Weapon. Additionally, when you attack with it, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.
- You can use your Fire Weapon as a spellcasting focus. You also can cast the Green-Flame Blade blade cantrip while wielding the Fire Weapon.
- Your Fire Weapon benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can’t benefit from your fire weapon powers, and to them, it functions as the weapon was before being imbued.
- Starting at 7th level, your Fire Weapon becomes a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 13th level and +3 at 17th level.
- Heat Wave
Starting at 7th level, you create a powerful strike that sends a cleaving strike in a 15-foot cone. As an action, at the cost of 3 psi points, all hostile creatures in range make a Dexterity saving throwvs your discipline save DC. On a failed save, each take 5d6+Charisma modifier fire damage and they must roll a Constitution save or have the burning condition. On a successful save, half as much damage is taken and the creature isn't burning.
In addition, when a creature you can see attacks an ally creature other than you that is within 15 feet of you. At the cost of 5 psi points you can use your reaction to use Heat Wave on the creature, teleporting between them, interrupting the attack on the allied creature and taking the damage in their place.
- Unyielding Blaze
Starting at 13th level, your mastery of fire overcomes all but the strongest defenses. Your attacks that deal fire damage and pyrokinetic disciplines ignore resistance to fire damage. At 13th level you treat immunity to fire damage as resistance.
- SAS Drive: Fire Incarnate
Starting at 17th level, while Brain Drive is active, your mastery over fire gives you the following benefits:
- You gain fire absorption, and you are immune to cold damage.
- Fiery wings appear on your back. You gain a fly speed of 60 feet, and you shed bright light in a 30 ft radius and dim light 30 ft beyond that. This light is sunlight.
- Your body, along with any equipment you are wearing or carrying, becomes fiery and freeform. You can move through any space as narrow as 1-inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
- You emanate an aura of the Eternal Flame in a 10-foot radius. When an enemy creature enters this radius for the first time, they must immediately make a dexterity saving throw vs your discipline saves DC, taking 2d8 fire on a failure and half that amount on a success. If a creature starts its turn in this radius, it must immediately repeat the save.
- Your body erupts into flames as your last embers die out, allowing you to cling on and reignite yourself. Whenever your transformation ends, or whenever you are reduced to 0 hit points, your body lets out a large bout of flames. All creatures within 15 feet of you must succeed on a dexterity Saving throw vs your discipline save DC, take 6d10 fire damage, or half as much on a successful one. If you are reduced to 0 Hit Points when this transformation ends you instead fall to 1 Hit Point Instead.
- Attacks that deal fire damage and pyrokinetic disciplines you cast that deal fire damage now cause creatures to catch on fire. Creatures on fire in this way must roll a dexterity Saving throw vs your discipline save DC, gaining the burning condition on a failed save. They can spend an action to put themselves out, ending the effect.
SAS: Electrokinesis[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Charisma Save, the skills acrobatics, performance, and intimidation. If you already had proficiency in any of these skills gain expertise.
- Electro
Starting at 1st level, all attacks do an additional 1d4 lightning damage. This increases to 2d4 at 7th and 3d4 at 13th level.
In addition, as you gain levels in the Electrokinesis SAS so does your affinity to lightning grow:
Potent Spark. Starting at 1st level, whenever you roll lightning damage with your psionic disciplines on your turn, the roll gains a bonus equal to your Charisma modifier.
Storm Forged. At 3rd level, you gain resistance to lightning damage.
Shock Absorption. At 7th level, you gain resistance to thunder damage.
One with the Thunder. Upon reaching 13th level, you gain immunity to lightning damage.
- Lightning Weapon
Starting at 3rd level, you learn to imbue a weapon with your Lightning magic. When you finish a long rest, you can touch a magic or nonmagical simple or martial melee weapon that lacks the heavy or two-handed property, which becomes your Lightning Weapon.
- You gain proficiency with the Lightning Weapon. Additionally, when you attack with it, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. If the weapon you imbued has the thrown property, it returns to your hand immediately after it is used to make a ranged attack.
- You can use your Lightning Weapon as a spellcasting focus. You also can cast the Booming Blade cantrip while wielding the Lightning Weapon.
- Your Lightning Weapon benefits remain until the weapon is destroyed or until you use this ability to imbue a new item with this power. Other creatures can’t benefit from your Lightning weapon powers, and to them, it functions as the weapon was before being imbued.
- Starting at 7th level, your Lightning Weapon becomes a magic weapon that grants a +1 bonus to attack and damage rolls, unless the base weapon you imbued already grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 13th level and +3 at 17th level.
- Charged Presence
Starting at 7th level, you may have your electrokinesis out and strike the enemy with a burst of electricity in a 30-foot line. At the cost of 3 psi points, all hostile creatures in range make a Dexterity saving throw vs your discipline save DC. On a failed save, each take 5d6+Charisma modifier Lightning damage and they must roll a Constitution save or have the Shocked condition. On a successful save, half as much damage is taken and the creature isn't Shocked.
In addition, when a creature you can see attacks an ally creature other than you that is within 15 feet of you. At the cost of 5 psi points you can use your reaction to use Charged Presence on the creature, teleporting between them, interrupting the attack on the allied creature and taking the damage in their place.
- Unyielding Storm
Starting at 13th level, your mastery of lightning overcomes all but the strongest defenses. Your attacks that deal lightning damage and Electrokinesis disciplines ignore resistance to lightning damage. At 13th level you treat immunity to lightning damage as resistance.
- SAS Drive: Lightning Thunder God
Starting at 17th level, while Brain Drive is active, your mastery over Lightning gives you the following benefits:
- You and everything you wear or carry becomes a swirling humanoid cloud wreathed in lightning.
- A creature takes 2d6 lightning damage the first time on a turn it enters within 5-feet radius of you or if it ends its turn there, or if it hits you with a melee attack.
- If you hit a creature with a lightning imbued attack and surpass its AC by 5 or more, must roll a Constitution saving throw vs your discipline saves DC, or be stunned until the start of its turn.
- Once during your elemental transformation, as an action, you can shoot a powerful bolt of lightning from each hand. Each lightning bolt is a line with a length of 60 feet and a width of 5 feet. A creature within the line must make a Constitution saving throw vs your discipline saves DC or take 5d12 lightning damage and gain the Shocked condition on a failed save or half as much on a successful one. If a creature is hit by both lightning bolts, it makes a separate saving throw for both.
- Your movement speed is now doubled.
- You may change all attacks and disciplines that deal lightning damage into thunder damage.
SAS: Clairvoyance[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Wisdom Save, Herbalism kit, the skills animal handling, nature, and perception. If you already had proficiency in any of these skills gain expertise.
- Fast Action
Starting at 1st level, because you use your Clairvoyance to use your abilities you still have time to do more actions, you are able to add your wisdom modifier to your initiative bonus. You also can make dash, dodge or disengage as bonus action.
In addition, at 7th level, you have advantage on attack rolls against a creature that have a turn after yours.
- Future Vision
Starting at 3rd level, you can spend 3 Psi Points and a reaction to grant yourself or an ally a strand of possibility. Allowing them to change an outcome to better their chances at success. The person can choose to use the strand of possibility to re-roll an attack roll, ability check and or saving throw. You cannot use this ability again until you have completed a long rest or have used both dice, for each time you use this ability without having taken a long rest you will have to use 2 extra Psi Points.
- Precognitive Evasion
Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.
In Addition, your control over fate allows you to equalize the chaotic moments of unpredictability, granting you these benefits;
- When you roll a 9 or lower on an attack roll, ability check or saving throw, you can treat the dice rolled as a 10. You can use this feature a number of times equal to your wisdom modifier per long rest.
- Whenever a creature within 60 feet of you rolls a d20 with advantage or disadvantage, you can use your reaction and spending 3 Psi Points to prevent the roll from being affected with advantage or disadvantage.
- True Clairvoyance
Starting at 13th level, as a bonus action, you may allow the spirits to possess you, gaining the following benefits for 1 minute:
- You gain a second reaction per round.
- You gain truesight with a range of 60 feet.
- Creatures cannot have advantage on attack rolls against you.
Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 Psi Points to use it again.
- SAS Drive: Aegis of Fortune
Starting at 17th level, while Brain Drive is active, you can call upon the gods of fate in crucial moments to ensure destiny is preserved. You grant yourself and every ally creature in your Brain Talk with these benefits for 1 minute, or until you dismiss it as an action:
- You gain truesight with a range of 120 feet.
- Attack rolls against the creature can't benefit from advantage.
- The creature gains temporary hit points equal to your class level + your wisdom modifier (minimum of 1).
- Once on each of your turns when you hit a creature with an attack, you can cause the attack to deal an extra 2d8 psychic damage to the target.
- Once per round whenever the creature makes an attack roll, ability check or saving throw, the creature can treat the d20 roll of 9 or lower as a 10. Once this ability is used, it cannot be used until the beginning of your next turn.
SAS: Duplication[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Dexterity Save, the skills acrobatics, history, and slight of hands. If you already had proficiency in any of these skills gain expertise.
- Psionic Clones
Starting at 1st level, you've come to learn how to manipulate your psionic to create a psionic clone of yourself. You can now spend Psi Points as a Bonus Action to summon a number of clones within 10ft of you less than or equal to your intelligence modifier (minimum of 1), of which each psionic clone would cost 2 Psi Points to create. They are capable of independent thought; you ultimately control them and in combat they would act on the same initiative as you as a bonus action. They last until they are reduced to 0 Hit points, you dismiss them at will, or 24 hours have passed since its summoning.
- A psionic clone's HP would always be equal to your intelligence modifier + your proficiency bonus.
- A psionic clone would look exactly like you and would share the same attributes and features as you.
- If the summoner were to have features that comes with an amount of uses (i.e. Ki, Action Surge, Rage, Combat Superiority, etc.), the Clone will only gain 1 use for said features when summoned.
- If the summoner were to have Spellcasting or Discipline features, the clone can only use Cantrips available to the summoner.
- A clone would be summoned with copies of all your equipment; however, it does not come with it any magical effects from any magical item copied other than those affecting attack and damage rolls and AC (i.e. a cloned Vorpal Sword would merely be a +3 Sword and a cloned Broom of Flying would not have the magical effect of its original.). All cloned items would dissipate once the clone dissipates.
- A psionic clone has a range limit equal to your Brain Talk range away from the original.
- A psionic clone cannot benefit from the effects of a short or long rest.
- A psionic clone cannot be summoned by another clone.
- <!-Class Feature->
Starting at 3rd level,
- Evasion
Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.
In addition, when you or an ally are hit with a melee or range attack that is within 5ft of a psionic clone. You may as a reaction, you may spend 3 psi points to instead force the psionic clone to push you or your ally out of the way, taking the hit in their place. You may also as a bonus action, spend 1 Psi Point to switch places with a psionic clone within 5ft of you or an ally this way does not provoke an attack of opportunity.
- <!-Class Feature->
Starting at 13th level,
- SAS Drive
Starting at 17th level, while Brain Drive is active,
SAS: Sclerokinesis[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Constitution Save, the skills athletics, medicine, and survival. If you already had proficiency in any of these skills gain expertise.
- Iron Fist
Starting at 1st Level, your use of Psionics manifests as an enhanced understanding and application of physical force. Your unarmed strikes' damage die becomes 1d6, and you may use Dexterity instead of Strength.
The damage dice of your unarmed strikes increases at levels 3rd (1d8), 7th (1d10), 13th (2d6), and 17th (2d8).
- Harden Body
Starting at 1st level, Increase the size of your hit dice from a d8 to a d12. You count as one size larger for grappling, and when determining your carrying capacity and the weight you can push, drag, or lift. When you are initiating, defending, or maintaining a grapple, against enemies below your size category, you will roll with advantage. Starting at 13th level, you instead count as a huge creature for the purposes of determining your carry capacity and the weight you can push, drag, or lift.
- Destructive Force
Starting at 3rd level, you mastered your striking power by unnatural feats. All melee attacks that under the effects of Sclerokinesis Disciplines deal double damage to constructs and structures. In addition, starting at 7th level, all your melee attacks now deal double damage to constructs and structures without the effects of Sclerokinesis Disciplines. Finally at 17th level, all melee attacks that under the effects of Sclerokinesis Disciplines deal triple damage to constructs and structures.
- Seismic Slam
Starting at 7th level, you create a powerful strike that sends a blast wave out in a 15-foot cone, or 5-foot sphere centered on the caster. At the cost of 3 psi points, all hostile creatures in range make a Constitution saving throw. On a failed save, each take 5d6+Constitution modifier force damage, pushed 30 feet, and knocked prone. On a successful save, half as much damage is taken and the creature isn't knocked back and prone.
In addition, when a creature you can see attacks an ally creature other than you that is within 15 feet of you. At the cost of 5 psi points, you can use your reaction to use Seismic Slam on the creature, interrupting the attack on the allied creature and taking the damage in their place.
- Advanced Training
Starting at 13th level, you gain the ability to leap huge distances; you can now jump 30ft from a standing start horizontally and vertically. In addition, you can now jump x3 times farther with the Training Regiment feature and you no longer need to roll a DC check to pass the save. Finally, you no longer take fall damage under 90 feet when using Training Regiment.
- SAS Drive
Starting at 17th level, while Brain Drive is active,
SAS: Hypervelocity[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Dexterity Save, the skills acrobatics, investigation, and slight of hands. If you already had proficiency in any of these skills gain expertise.
- Hyper Focus
Starting at 1st level, you gain both the Temporal Surge & Quick Steps (Quick Step's range is now based off half your movement speed rounded down) cantrips and your base movement speed increases by an additional +10 movement speed. This later increases by an additional +5 movement speed in levels, 3rd, 7th, 13th, and 17th.
In addition, you gain the following features:
- Speed Read. You read things in 1/10 of a second the time it takes other creatures to read them. You read a page of text that you can see in a single action. It must be text that you could read normally; that is, it must be visible and legible to you and written in a language you understand. You understand the text as if you had taken the time to read it normally.
- Fast Learner. If you spend at least 2 hours with a creature, you can learn from it a new proficiency. You can choose between a tool proficiency, skill proficiency, weapon proficiency, or a language. You retain the proficiency until you decide to change it for another, using the same process replacing the previously learned proficiency. This is considered light activity.
- Dictation. You touch a writing utensil to a surface that it could write on. You can speak aloud up to 500 words. The words will appear in your handwriting on the surface as if you wrote them. If you write on a stack of paper, a book, or another object with multiple pages, you can concentrate for up to 10 minutes and continue dictating. You will automagically begin scribing on a new page when you run out of space.
- Quickness
Starting at 3rd level, you can make one additional object interaction in each of your turns. You can take the Dash, Disengage and also make object interactions as a bonus action on your turn.
- Evasion
Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.
- Combo Strikes
Starting at 13th level, once in each of your turns when you hit an opponent with two melee weapon attacks on the same turn, you can make one unarmed strike and move half your movement speed to any direction, without taking opportunity attacks from your target.
- SAS Drive
Starting at 17th level, while Brain Drive is active,
SAS: Teleportation[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Wisdom Save, the skills acrobatics, athletics, and slight of hands. If you already had proficiency in any of these skills gain expertise.
- Blurred Battle
Starting at 1st level, you can add your Wisdom modifier to your AC while wearing no armor.
Also, when you take the dodge action, you may spend 3 psi points to add +2 to your AC. This may be done up to two times after you finish a long rest.
- Spatial Weapons
Starting at 3rd level, you can spend 3 psi points to make your weapons deal force damage for 1 minute. For this duration, you also gain the following benefits:
- You may spend another 1 Psi Point to add an extra 2d6 of force damage to your next attack. This can only be done once for the duration.
- You may spend another 1 Psi Point to add +1 to the attack roll of your next attack. This effect can stack twice before an attack roll is made.
- Evasion
Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.
In addition, when a ranged attack misses you or an ally creature, you can use your reaction to try opening a small portal that sends the projectile back at the attacker. Spend 3 psi points and make a Intelligence saving throw with the DC equal to the missed attack roll. On a successful save, the creature must succeed on a Dexterity saving throw with disadvantage against your discipline save DC or be hit by the attack.
- Space Warping
At 13th level, when a you are subjected to rolling a saving throw, you can use your reaction to try opening a small portal that sends the projectile back at the attacker. Spend 5 psi points and make a Wisdom saving throw with the DC equal to the spell's DC saving throw. On a successful save, the creature must succeed on a Dexterity saving throw with disadvantage against your spell save DC or be hit by the spell.
- SAS Drive
Starting at 17th level, while Brain Drive is active,
SAS: Invisibility[edit]
- Bonus Proficiencies
At 1st level, you gain proficiency in Dexterity Save, disguise kit, thieves’ tools, the skills acrobatics, slight of hands, and stealth. If you already had proficiency in any of these skills gain expertise.
- Assassin
Starting at 1st level, you can add your Intelligence modifier to your AC while wearing no armor.
In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if you attack while invisible.
This damage increases to 2d6 at level 3, 3d6 at level 7, 4d6 at level 13, and 5d6 at level 13.
- Phantom Strike
Starting at 3rd level, your attacks are more precise at striking a creature's body. while having advantage to attacks or attacking while invisible, your attacks now critical hit on a 19-20. When you roll a critical hit, you may reroll any damage dice that result in a 1-2.
At 13th level, your weapon attacks score a critical hit on a roll of 18-20.
- Evasion
Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.
in addition, when you or an allied creature is affected by a condition or was knocked and moved from their original space. At the cost of 5 psi points, you can use your reaction to make yourself or a ally under the effects to be invisible and gaining the Hide action to enemy creatures for 1 round.
- Vanish
Starting at 13th level,
- SAS Drive
Starting at 17th level, while Brain Drive is active,
Disciplines Features[edit]
Alternative Psionic Types[edit]
SAS: Vitakinesis
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Psionic: Scarlet Nexus class, you must meet these prerequisites: Intelligence 18.
Proficiencies. When you multiclass into the Psionic: Scarlet Nexus class, you gain the following proficiencies: light armor, simple weapons, martial weapons and choose one between 2 skills.
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