Psy-Knight (5e Subclass)
Psy-Knight *BUSTED*[edit]
The psy-knight is a kind of fighter archetype for the fighter more focused on the unison of physical and mental powers.
- Mind Over Matter
Beginning when you choose this archetype at 3rd level, you gain the ability to cast the mage hand and psychic attack cantrips. Your mage hand is invisible. You also have resistance to psychic damage. Wisdom is your spellcasting ability for these spells.
- Psy-Surge
When you push yourself, you explode with devestating psychic power. When you hit a creature with an attack while using your Action Surge, you deal 4d8 additional psychic damage and the creature must make a Constitution saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or be stunned until the end of your next turn. Once you have used this feature, you cannot use it until you take a long rest. The damage of this feature increases to 12d8 once you reach 18th level.
- Psy-Weapon
Starting at 7th level, you can use a bonus action to touch up to two weapons and wreath them in crackling purple energy. For 1 minute, a weapon which you have touched becomes a magical weapon with a +2 bonus to attack rolls which deals 1d8 additional psychic damage on a hit. Once you have used this feature, you cannot use it again until you have finished a short or long rest. At 18th level, the bonus to attack rolls increases to +4 and the bonus to damage increases to 2d8.
- Send & Receive Thoughts & Images
At 10th level, you gain telepathy to a range of 60 feet, and you may cast detect thoughts as a bonus action at will, without needing a spell slot or any components. Wisdom is your spellcasting ability for this spell.
- Mental Strengthening
Once you reach 10th level, you gain proficiency in Intelligence and Wisdom saving throws.
- Telekinetic Weapon
Beginning at 15th level, you may use your Bonus action to release a weapon you are holding to hover magically in an unoccupied space within 5 feet of you. If you can see the weapon, you can mentally command it as a bonus action to fly up to 160 feet and either make one attack against a target or return to your hands. If the hovering weapon is targeted by any effect, you are considered to be holding it. The hovering weapon falls if you are incapacitated.
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