Psionic Trickster (5e Subclass)
Psionic Trickster[edit]
Rogue Subclass
Psionics is the art of using the mind to influence the world around you, a power known to few. The Psionic Trickster uses psychic energy to deceive, mislead, and disorient foes, creating illusions and manipulating perceptions in ways that bewilder even the most perceptive minds. Whether from birth or through rigorous training, your psionic powers have become just as natural as your ability to hide in shadows.
- Psionic Tricks
At 3rd level, you gain the ability to use psionic energy to enhance your trickery. You learn three Psionic Tricks, and you learn additional tricks as you gain levels in this class.
Using tricks require you to spend from your psionic reserves, represented by an amount of Psi points you have. You have a number of Psi points equal to your proficiency bonus, and regain them after finishing a long rest.
Psi save DC: (DC 8 + your proficiency bonus + your Intelligence modifier)
- Mindshackle: You can temporarily suppress a creature’s will. As a bonus action, you can spend 1 Psi and choose a creature within 30 feet of you that you can see. That creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Illusory Displacement: As a reaction when you are attacked, you can spend 1 Psi point to create a brief illusion of yourself, causing the attack to miss. The attacker must succeed on an Intelligence saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or the attack misses.
- Telekinetic Grasp: As a bonus action, you can spend 1 psionic point to telekinetically manipulate an object or creature within 30 feet of you. If you target a creature, they must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be moved up to 30 feet in any direction. If you target an object, you can manipulate it, moving it up to 10 feet in any direction. The target must be no larger than Large.
- Mental Strike
Also at 3rd level, you can make a Sneak Attack without requiring an ally within 5 feet of your target, as long as you have spent at least 1 Psi since your last turn.
When you do so, residual psychic energy convert this attack into mental attack. This sneak attack causes psychic damage, rather than the attack's normal damage, and the target must succeed on a Wisdom saving throw against your Psi save DC or become frightened of you until the end of your next turn.
- Psychic Subterfuge
At 9th level, your psionic powers have become more potent and subtle. When you make a Charisma (Deception) or Charisma (Persuasion) check, you can use your psionic abilities to subtly influence the target. As a Bonus Action you can give yourself advantage on the check, and impose Disadvantage on your target's Wisdom (Insight) checks to detect whether you are lying.
- Psionic Phantasm
At 13th level, you can create an illusion so convincing that it confuses the senses of those around you. As an action, you can create a phantasmal image or sound within a 30-foot radius. You can cause creatures within that area to make a Wisdom saving throw against the Psi save DC. On a failed save, the creature is frightened of the phantasm for 1 minute. On a successful save, they are immune to this ability for the next 24 hours.
- Psionic Mastery
At 17th level, your psionic abilities have reached their peak. You regain your Psi points after finishing a short or a long rest.
In addition, you can use your Mental Strike in place of your Sneak Attack regardless of having spent psi points or not.
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