Psionist (5e Subclass)

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Rogue Subclass: Psionist[edit]

Some rogues enhance their fine-honed skills of stealth and agility by focusing on strength of the mind, learning strict mental disciplines. These rogues become adept at using their mind to influence the body, control others thoughts and emotions, or even manipulate space, time, and the physical world around them.-->

Table: Psionist Psionics
Rogue
Level
Talents
Known
Disciplines
Known
Psi
Points
Psi
Limit
3rd 2 2 8 2
4th 2 3 11 2
5th 2 3 14 3
6th 2 3 17 3
7th 2 4 20 4
8th 2 4 23 4
9th 2 4 26 5
10th 3 4 29 5
11th 3 4 32 6
12th 3 4 34 6
13th 3 5 36 7
14th 3 5 38 7
15th 3 5 40 7
16th 3 5 42 7
17th 3 5 44 7
18th 3 5 46 7
19th 3 6 48 7
20th 3 6 48 7

Psionics As a student of psionics, you can master and use psionic talents and disciplines. Psionics is a special form of magic use, distinct from spellcasting.

Psionic Talents
A psionic talent is a minor psionic effect you have mastered. When you choose this subclass at 3rd level, you know two psionic talents of your choice from the list available to the mystic class. You learn an additional talent of your choice when you reach 10th level, as shown on the Psionist table.
Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a person to manifest psionic power. A Psionist even fewer disciplines than a mystic, because they focus on martial power as well as psionic.
When you choose this subclass at 3rd level, you know two psionic disciplines of your choice from the list available to the mystic. The Disciplines Known column of the Psionist 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
You have an internal reservoir of energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points.
The number of psi points you have is based on your rogue level, as shown in the Psi Points column of the Psionist 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 rogue level, as shown in the Psi Limit column of the Psionist table. For example, as a 3rd-level rogue, you can spend no more than 2 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 onediscipline 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

Soul Knife When you choose this archetype at 3rd level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you create scintillating knives of energy that project from one or both of your fists. You can't hold anything in your hands while manifesting these blades. You can dismiss one or both blades by simply dropping them like any other weapon. Throwing your soul knife causes it to be dismissed at the end of your turn.

For you, a soul knife is a martial melee weapon with the light, finesse, and thrown(20/60) properties. It deals 1d6 psychic damage on a hit.

As a bonus action while you have both blades manifested, you can prepare to use the blades to parry; you gain a +2 bonus to your Armor Class until the start of your next turn or until you are incapacitated.

Psionic Ambush

Starting at 9th level, if you are hidden from a creature when you use psionics, the creature has disadvantage on any saving throw it makes against psionics this turn, and you have advantage on any psionics attack rolls made this turn.

Distracted Minds

At 13th level, you gain the ability to distract targets with your mind. As a bonus action on your turn, you can designate a creature within 60 feet of you. Doing so gives you and allies advantage on attack rolls against that creature until the end of the turn.

Twisted Mind

At 17th level, you gain the ability to twist the mind of the enemy. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a wisdom saving throw. The DC equals your discipline save DC. On a failed save, you negate the spell’s effect against you, and you force the enemy to redirect the attack to a target of your choice, which could include itself. Once you use this feature, you can’t use it again until you finish a long rest.


All parts of this Subclass are a variant of the Arcane Trickster and use the Mystic abilities from UA.

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