Psycher (5e Class)

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Psycher[edit]

A class that expands upon the mental capacity of talented individuals who can bend reality, influence minds, alter the elements, or restore the body. While the options before you are vast, a Psycher must carefully choose where to place their Power Points, the energy pool that fuels their psychic powers. Given the freedom to save their capacity for one final all-out attack, or slowly draining your energy to make sure your allies are always in top condition, Psychers can fit into almost any situation, so long as they haven't exhausted themselves too early into their adventure.


Introduction[edit]

Creatures now referred to as Psychers, Psions, or Psychics, began to come about roughly one century ago. At first, it was subtle; children of a small trade town called Nightstone beginning to manifest quirks and small magical-like abilities similar to sorcerers. But as years went by, and scholars began to investigate the magicless capabilities of said children, an area known as simply the Zone was discovered. A place devoid of magic, it originated just north of the now city of Nightstone. However, it is important to note that the Zone is spreading. It has been documented that over the last century, the measured distance of the Zone has expanded by at least ten feet, equaling nearly five hundred feet at its core. The Zone has a lasting effect on every creature that goes near it, and after decades, those touched by the Zone have been able to manifest quasi-magical capabilities that function even within the antimagic dead zone. These individuals are what the common folk today call Psychers.


Creating a Psycher[edit]

When creating a Psycher, it is important to have Intelligence at the forefront as it is the key trait for any and all of their abilities. What comes after that is up to the individual, but a high dexterity to assist in not being hit and using finessable weaponry, constitution to make up for their low hit dice, or charisma for influencing others when their powers aren't doing the talking. A moderate to high wisdom is also recommended to help shield the Psychers mind, as their ability to manipulate the world around them has still left it vulnerable to outside influence.


Class Features

As a Psycher you gain the following class features.

Hit Points

Hit Dice: 1d6 per Psycher level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Psycher level after 1st

Proficiencies

Armor: none
Weapons: simple
Tools: none
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Deception, History, Investigation, Performance, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a healer's kit or (b) an alchemist's fire
  • (a) a scholar’s pack or (b) an explorer’s pack
  • If you are using starting wealth, you have 4d4x10 Gold in funds.

Table: The Psycher

Level Proficiency
Bonus
Features Manifestations Power Points
1st +2 Parapsychic Ability, Power Points 2 6
2nd +2 Manifest Specialization 3 9
3rd +2 Specialization Feature 3 22
4th +2 Ability Score Improvement 3 27
5th +3 - 4 41
6th +3 Specialization Feature 4 48
7th +3 - 4 57
8th +3 Ability Score Improvement 4 66
9th +4 - 5 86
10th +4 Neural Inspiration 5 97
11th +4 - 5 110
12th +4 Ability Score Improvement 5 110
13th +5 - 6 125
14th +5 Specialization Feature 6 125
15th +5 - 6 142
16th +5 Ability Score Improvement 6 142
17th +6 Null Zone 7 161
18th +6 Specialization Feature 7 172
19th +6 Ability Score Improvement 7 185
20th +6 Psionic Ascendant 7 200

Parapsychic Ability[edit]

A Psycher gains the basic fundamentals to bend reality with her mind. At 1st level, choose two of the following from the Manifestation List at the bottom of this page. A Psycher gains an additional Parapsychic Ability at levels 5, 9, 13, and 17. When amplifying these abilities with Power Points, a pool of energy that refreshes after a long rest, a Psycher may spend up to their Psycher level in points, per manifestation. Unless otherwise stated, any and all Manifestations and Features that expend Power Points requires an Action to be spent.


Manifest Specialization[edit]

At this point in the Psychers growth, they have begun to discover themselves and which path they either naturally will tread or may cut course and focus down something else they wished to be capable of. Inevitably, this choice will set her on a journey of self-discovery, raw power, and possibly enlightenment. When you reach 2nd level, choose one of three archetypes: Kineticist, Psychomancer, or Somatic Expert.


Ability Score Increase[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.


Neural Inspiration[edit]

A Psycher of this magnitude has the potential to tap into all fields of psychometry. When you reach 10th level, you may activate any Manifestations you do not know. Expend 10 Power Points, then choose one Manifestation you do not already know. Unlock access to that power for the next 10 minutes.


Null Zone[edit]

There are times and spaces when the Weave and the Zone conflict. Opposite. Yet similar. One cannot exist without the other. For a limited time, the Psycher may tap into the Zone, using it to her advantage. When you reach 17th level, Spend 50 Power Points. Within a 10-foot radius sphere centered on you, all magic is neutralized for 1 minute. Spells are suppressed during this time, cannot be cast, and all magic items of Very Rare and lower quality cease to function while within the Zone.


Psionic Ascendant[edit]

You have embraced the Zone and become the conduit of all things psychic. As an avatar of the Zone, you unlock access to more possibilities than what goes beyond the realm of the Material Plane. When you reach 20th level, you may activate Psionic Ascendant. Once activated, begin losing 5 Power Points per round. All Power Point expenditures are free. After reaching 0 Power Points, the Psycher falls unconscious for 1d4 hours.


Manifestation List[edit]

Kineticist Manifestations


Cryokinesis: The Psycher gains the ability to chill the air around them, causing the water in the air to freeze upon touch, or even at a distance. You gain the Frostbite cantrip. In addition, when using Cryokinesis, spend 1 Power Point. Unleash a blast of ice at a single target within 60 feet that deals 2d4 points of cold damage. You may spend additional points to raise the damage by 2d4 per point, effect up to 1 additional target per point, or slow movement speed by half until the end of the next round by using 1 point.


Pyrokinesis: The Psycher gains the ability to summon flame at the snap of her fingertips. You gain the Produce Flame cantrip. In addition, when using Pyrokinesis, spend 1 Power Point. Unleash an explosion of flames at a single point within 60 feet, doing 1d6 points of fire damage in a 10-foot radius, Dexterity save for half damage. You may spend additional points to raise the damage by 1d6 per point, or increase the radius by 10 feet and range by 30 feet per point, or set all targets and flammable objects aflame by using 1 point.


Telekinesis: The Psycher gains the ability to move obstacles with a thought. You gain the Mage Hand cantrip. In addition, when using Telekinesis, spend 1 Power Point. You can lift a single object up to 100 pounds for up to one minute, subject to concentration, to a maximum range of 60 feet. If attacking a creature with an object, the attack deals 1d6 points of bludgeoning damage per 50 pounds, minimum 1d6. If targetting a creature, you may attempt a grapple check at a range, using your Proficiency + Intelligence versus their Athletics or Acrobatics. If successful, the target becomes restrained if they do not exceed the weight limit. You may spend additional points to raise the weight limit by 100 pounds per point, or range by 30 feet per point.


Electrokinesis: The Psycher gains the ability to conjure a current of lightning on a whim, focusing it to be directed from their touch to a targeted location. You gain the Shocking Grasp cantrip. In addition, when using Electrokinesis, spend 1 Power Point. You send a parapsychic electrical shockwave in a line out to 30 feet, dealing 1d8 points of lightning damage, dexterity save for half. You may spend additional points to raise the damage by 1d8 per point, the range by 30 feet per point, or triple damage against targets wearing metal by using 5 additional points.


Photokinesis: The Psycher gains the ability to manifest light out of thin air, even in areas where there is none. You gain the Dancing Lights cantrip. In addition, when using Photokinesis, spend 1 Power Point. Create an aura of light up to 20 feet in radius and up to a range of 60 feet. All targets within range must succeed on a Constitution save or take 1d4 points of radiant damage and gain the Blind condition for 1 round, half and no Blind if successful. This deals double damage to Undead. You may spend additional points to increase the damage by 1d4 per point, blind duration by 1 round per point, or increase the radius by 10 feet and range by 30 feet per point.


Gravikinesis: The Psycher gains the ability to repel or attract themselves, allowing them a semblance of flight. You gain access to Feather Fall at will. In addition, when using Gravikinesis, spend 1 Power Point. Grant a target within 60 feet a fly speed of 30 feet for up to one minute, subject to concentration. You may instead target a creature within 60 feet. The target must succeed on a Constitution save or fall 10 feet straight up. If used on a flying creature within 60 feet, the target must succeed on a Constitution save or fall 10 feet. You may spend additional points to raise your flight speed by 30 feet per point, increase the fall distance by 10 feet per point, or an additional target per point.


Psychometry Manifestations


Aura Masking: The Psycher gains the ability to cloak themselves, both visually and audibly dampening the senses of those around them. You gain the ability to gain advantage to your next Stealth check as a bonus action, that lasts until the end of your next round. As well, you may instead grant this to someone else adjacent to you, as an action. In addition, when using Aura Masking, spend 1 Power Point. You make 1 target within 60 feet the subject of the Invisibility spell, for up to 1 minute, subject to concentration. You may spend additional points to increase the number of targets by 3 per point, or increase the manifestation to Greater Invisibility by spending 9 Power Points per target.


Empathic Projection: The Psycher is able to influence other minds to be far more susceptible to a friendly nature. You gain the Friends cantrip. In addition, when using Empathic Projection, spend 1 Power Point. Effect 1 target within 60 feet as per the Charm Person spell replaced using an Intelligence saving throw, subject to concentration, for up to 1 minute. You may spend additional points to increase the number of targets by 3 per point, to instead manifest Hold Person by spending 5 points per target, or to instead manifest Dominate Person by spending 9 points per target.


Telepathy: The Psycher gains the ability to communicate thoughts back and forth between herself and others, even at a long distance. You gain the Message cantrip. In addition, when using Telepathy, spend 1 Power Point. Choose 1 target within sight. You and that target may communicate thoughts for up to one hour, no matter the distance. If the target at any point does not want the communication, they may make an Intelligence saving throw to stop communication. You may spend additional points to increase the number of targets by 1 per point, duration by 1 hour per point, or to instead manifest Read Thoughts by spending 3 points per target.


Mind Spike: The Psycher gains the ability to disrupt thought and incite pain directly to the brain. You gain the ability to cause one target to incur the Poisoned condition until the end of their next round at will, Intelligence save negates. In addition, when using Mind Spike, spend 1 Power Point. 1 target within 60 feet takes 2d4 points of Psychic damage and is stunned until the end of their next round, subject to an Intelligence saving throw for half damage and to not be stunned. You may spend additional points to increase the damage by 2d4 by 1 per point, increase the number of targets by 1 per 3 points, or increase the duration of the stun by an additional round per 5 points.


Auspex: The Psycher gains supernatural sixth senses, capable of even detecting the unseen. You gain proficiency in perception and insight. If you already have proficiency, you gain expertise instead. In addition, when using Auspex, spend 1 Power Point. For up to one minute, subject to concentration, gain blind sense in a 10-foot radius. You may spend additional points to increase the radius by 10 feet per point, to instead manifest See Invisibility by spending 3 points or to instead manifest True Seeing by spending 9 points.


Precognition: The Psycher gains the ability to predict the future to an extent, capable of feeling out dangerous decisions and choices of what may be to come. You gain the Guidance cantrip and may cast Augury at will. In addition, when using Precognition, spend 1 Power Point. Until the beginning of the next combat, you have advantage on initiative rolls. During this time, you have advantage on perception checks to avoid an ambush, or on dexterity checks to avoid traps. You may spend additional points to grant this to an additional target per 3 points.


Somatic Manifestations


Eagle Eye: The Psycher gains the ability to perceive and predict all movements as they happen. You gain proficiency in all ranged weapons and melee weapons with the Finesse property. In addition, when using Eagle Eye, spend 1 Power Point. For the next minute, gain a +1 to attack rolls with all Finesse melee or ranged weapons. You may spend additional points to increase this bonus by +1 per 3 points (maximum 5), or grant yourself advantage on one attack per 3 points.


Psionic Speed: The Psycher gains the ability to move quickly through latent psychic activity within their entire body. You gain +15 movement speed. In addition, when using Psionic Speed, spend 1 Power Point. Gain the Haste spell for up to one minute, subject to concentration. You may spend additional points to also not be subject to Opportunity Attacks by using 3 points or manifest this as a bonus action by spending 5 points.


Adrenaline Surge: The Psycher gains the ability to tap into the full potential of their muscles, unlocking their limiters and becoming superhuman in strength. You gain proficiency in Athletics, or if you are already proficient, gain expertise. In addition, when using Adrenaline Surge, spend 1 Power Point. Gain +3 to all melee or ranged weapon damage until the end of your turn as a bonus action. You may spend additional points to increase this bonus by +1 per point, or extend the duration by 1 round per point.


Vitality Transfusion: The Psycher gains the ability to harness the life energies of the world around her, and coalesce it into a raw healing factor. You gain the Transfer Life cantrip. In addition, when using Vitality Transfusion, spend 1 Power Point. 1 target within 60 feet regains a number of hit points equal to 1d8 + Int. This manifestation has no effect on undead or constructs. You may spend additional points to increase this bonus by 1d8 per 2 points, or an additional target per 3 points.


Translocation: The Psycher gains the ability to warp space around herself, manipulating the distance she may travel in an instant. You gain the ability to manifest Misty Step at will, albeit with a distance of 10 feet. In addition, when using Translocation, spend 1 Power Point. Teleport a target within 60 feet up to 60 feet away from you to a target destination you can see. If the target does not want to teleport, they may attempt an Intelligence saving throw. You may spend additional points to increase the distance by 60 feet per point, or select an additional target per point.


Diamond Soul: The Psycher gains the ability to coat herself in a constant sheen of force, protecting her body over her mind. While you are wearing no armor and not wielding a shield, your AC equals 13 + your Dexterity modifier. In addition, when using Diamond Soul, spend 1 Power Point. Gain 5 temporary hit points that last for 10 minutes. You may spend additional points to increase the temporary hit points by 5 per point, or the duration by 10 minutes per point.


Kineticist[edit]

As a Kineticist, you become more attuned to the natures of the elements, able to amplify and conjure multiple styles of Kinesis that only a master of the psionic arts can do.

Gain 1 Kineticist Manifested Power.


Power Boost

When you reach 2nd level, All known Kinetic powers gain 1 Power Point boost, provided she has already spent the initial 1 Power Point to activate the manifestation. The bonus from Power Boost increases to 2 at level 5. 3 at level 11, and 4 at level 17.


Duality

A Kineticist has by this point had the time and experience to practice their artwork to such a degree they have likely begun experimenting combining multiple powers at once. When you reach 3rd level, they have honed that skill to practical use. Choose two Kineticist Powers. You may now activate both of those powers at once, at the cost of doubling the Power Points involved from both manifestations. Activating the second power is a bonus action.


Kinetic Bulwark

Manifesting primordial defenses is a fundamental part of being a Kineticist if you wish to survive. When you reach 6th level, you learn the ability to manifest a protective barrier that protects you from receiving damage, that varies based on which Kinetic Power you choose. Each barrier costs 9 Power Points to manifest and requires concentration up to a minute as if it were a spell. A barrier can withstand up to 5 times Psycher level points of damage until it is destroyed.


Cryokinesis: Conjure a single barrier the size of a shield that floats around you made of ice. During this time your AC is increased by +2. Until the shield is destroyed, each time you are attacked with a melee weapon attack, the attacker takes 3d4 points of cold damage.


Pyrokinesis: Conjure a single barrier the size of a shield that floats around you made of fire. During this time you are resistant to cold damage. Until the shield is destroyed, each time you are attacked with a melee weapon attack, the attacker takes 2d6 points of fire damage.


Electrokinesis: Conjure a variety of five diamonds that swirl around you connected by and made of electricity. During this time you are resistant to electricity. Until the shield is destroyed, each time you are attacked with a melee weapon attack, the attacker must succeed on a Constitution save or become Stunned until the end of their next turn.


Telekinesis: A hemispheric wall of force surrounds and defends you from harm. During this time you are resistant to non-magical bludgeoning, piercing, or slashing damage. Until the shield is destroyed, each time you are attacked with a melee weapon attack, the attacker must succeed on an Intelligence saving throw or share half the damage dealt as force damage.


Photokinesis: You surround yourself in an aura of light roughly five feet in diameter. During this time you give off bright light like the Sun out to 60 feet, and dim light out to another 60 feet, while also recovering 5 hit points at the start of your turn. Until the shield is destroyed, whenever you are attacked by an undead with a melee weapon attack, the undead attacker takes 2d10 points of radiant damage.


Gravikinesis: Earth surrounds you in a circular ring, always rotating and moving as if on an axis. During this time creatures within 30 feet of you suffer from the effects of difficult terrain. Until the shield is destroyed, whenever you are attacked, the attacker must succeed on a Strength save or be pushed back 15 feet.


Elemental Triplicate

Specialized in raw force and control over the elements, a Kineticist has mastered the ability to summon forth an amount of energy thrice within a single thought. When you reach 14th level, spend 40 Power Points as a bonus action. You may then activate and use one Kineticist Manifestation up to three times as a single action. Power Point expenditures are spent as normal.


Master of the Elements

The height of a Kineticists power comes when they have control over all energies. Able to manifest the six varieties of Kineticist powers at once, the Psycher has truly become an avatar of the elements. When you reach 18th level, expend 75 Power Points. For the next minute, all Kineticist powers become available to you if they are not already. You may activate four separate Kineticist powers in one action. Each manifestation receives 5 Power Points to be spent freely, but cannot be enhanced any further.


Psychomancer[edit]

As a Psychomancer, you have ascended to a higher level of cognitive function and development that balances utility with guile.

Gain 1 Psychomancy Manifested Power.


Font of Energy

When you reach 2nd level, gain an additional pool of Power Points equal to your Psycher level. These points may only be spent on Psychomancy Manifestations. Font of Energy doubles upon reaching level 11, and triples at level 17.


Meta-Psychic

A Psychomancer is a master of manipulation and the mind, granting them the capacity to overcome even the strongest of minds or push their own boundaries. When you reach 3rd level, choose 1 out of the list below:


Heightened: Spend 5 Power Points. Targets affected by this Meta-Psychic Power have disadvantage on their saving throw.


Subconscious: Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability no longer requires concentration. Cannot be used again until the original power has dissipated.


Overchannel: Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability is no longer subject to the Psycher Limit.


Extend: Spend 5 Power Points. A Manifested Power influenced by this Meta-Psychic ability doubles the duration of the power.


Augment Reality

Specializing in the keen abilities of the mind, a Psychomancer begins to delve into shaping the world around them. Each of their manifestations able to influence the mental faculties of those around her in a variety of ways. When you reach 6th level, each of the six Psychometry Powers gains enhanced capabilities. Spend an additional 9 Power Points when manifesting the power to unlock these abilities. All Manifestations instead use Intelligence saving throws.


Aura Masking: Obfuscate the surrounding area, as per Hallucinatory Terrain.


Empathic Projection: With the influence over others emotions, you begin to distort what others see as friend or foe as per Confusion.


Telepathy: Your capability to communicate thoughts extends outside of your sight, even planes, if only for a brief moment as per Sending.


Mind Spike: Twist the horrors others see into their worst nightmare, as per Phantasmal Killer.


Auspex: Free your mind of any and all compulsions or delusions, making you automatically succeed against one Charm or Illusion effect. This may manifest as a reaction.


Precognition: Receive brief insight into the possibilities into the near future, as per Divination.


Genius, or Madman?

At this stage in a Psychomancers development, she is able to grasp the most abstract and complex of thoughts beyond mortal comprehension. When you reach 14th level, spend 40 Power Points. Your Intelligence becomes 30 for 10 minutes. After this time, make a Wisdom saving throw. Upon success, you receive 5d10 psychic damage. Upon failure, receive 10d10 points of psychic damage, your Intelligence and Charisma become 1, and you become incapacitated for 1 hour.


Unlimited Potential

Once a Psychomancer reaches this stage in their practice, they have achieved the pinnacle of adaptability and creativity. When you reach 18th level, expend 75 Power Points. In doing so, you may use for all intents and purposes, the Wish spell. It does not require material components. Instead, 1 minute after manifesting Unlimited Potential, the Psycher must succeed on a Constitution save or die. If you succeed, you are knocked down to 0 hit points and are unconscious but are stable.


Somatic Expert[edit]

Somatic Expert: As a Somatic Expert, you live and breath within a psychic focus that some would consider a level of tranquility and explosive nature.

Gain 1 Somatic Manifested Power.


Focused Disciple

When you reach 2nd level, Somatic Experts adopt a particular style of fighting as your specialty. You may use your Intelligence instead of Strength or Dexterity modifier for the attack and damage rolls of melee or ranged weapons. You also score a critical hit on a 19 or 20.


Psionic Warrior

A Somatic Expert at this point of their development has learned to harness their gifts to protect and arm themselves with their latent psychic abilities. When you reach 3rd level, your HD becomes a d8, and your previous HD gained from Psycher may be adjusted to match. In addition, a Somatic Expert may spend 5 Power Points and gain the following ability. This lasts until you finish a long rest.


Gain the ability to attune to any non-magical weapon. Once attuned, the weapon becomes +1, and deals an extra 1d4 Psychic damage on hit.


Biopsychosocial

Balancing the biological enhancements, social acuteness, and psychological capabilities of the self is key to ensuring one's mind and body is at peak functionality. When you reach 6th level, all Somatic Manifestations have the option to be enhanced. Upon activation, spend an additional 9 Power Points and gain the following abilities.


Eagle Eye: Your eyes glow a faint light, granting you the capability of seeing up to a miles distances as if it was up close. You gain advantage on perception checks and ranged attacks double their distance for the next ten minutes.


Psionic Speed: Your body begins to move at a rate that is difficult for others to keep up with. You are under the effects of Blur while Psionic Speed is in effect.


Adrenaline Surge: Your flow of psychic energies fill your muscles for the briefest of moments, but you are capable of feats of strength normally beyond your reach. For one round, your strength becomes 30. Afterward, gain one level of exhaustion.


Vitality Transfusion: Surround your body in psionic pressure, enhancing your personal healing factor tenfold. For the next minute, regain 5 hit points every round.


Translocation: You tap into the extraplanar boundaries, slipping between the two in rapid succession, as per Blink.


Diamond Soul: Your body begins to be covered in millions of diamond-like shards, granting you resistance to all bludgeoning, piercing, and slashing damage while you maintain temporary hit points.


Psyblade Master

Augmenting ones body and mind is a Somatic Experts specialty, and her weapon is an extension of that. When you reach 14th level, spend 40 Power Points. Until you complete a long rest, your Psionic Weapon becomes +3, increases the damage dealt to +3d6 psionic damage, and your weapon attacks score a critical hit on an 18, 19 or 20.


Phase Shift

Having successfully discovered an ascended state of mind, body, and soul a Somatic Expert is capable of pushing herself beyond the laws of physics. When you reach 18th level, expend 75 Power Points. You are affected by Time Stop. When exiting, for the next minute, you gain the Extra Attack feature, a +4 bonus to AC, and 75 temporary hit points.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Psycher class, you must meet these prerequisites: Int 13

Proficiencies. When you multiclass into the Psycher class, you gain the following proficiencies: Simple Weapons



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