Psychic, Variant (5e Class)
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The Lich had been laying siege on the small town for the last hour. Sending an almost seemingly unending supply of zombies and skeletons. A seemingly normal human casually walks into the middle of the fray and is surrounded by the undead horde in a matter of seconds. Suddenly, the sky is fill with with the walking corspes, held in the air by some invisible force and there stands the human with a focused look on his face. Just as suddenly as they were lifted they fall, though with more force than should have fallen with, from that height.
The evil wizard attempts to dominate and enslave the high elf standing before him, but strangely fails to do so. Before the wizard could attempt it again the elf says one word,"Silence" and the wizard suddenly feels...stupider and realizes he has forgotten most of his spells.
The difference between a psychic and a mystic is the difference between a sorcerer and a wizard. While the source of their power is the same, Psionics, the difference is how they acquire that power. Where a mystic usually spends years coming to know themselves through introspective thought before they can harness their power, a psychic is naturally able to tap into their psionic abilities. While mystics also must have some natural ability to use psionics, it just isn't as easy for them to harness or control it. The result of acquiring their power in a different way is that their powers are focused in a different direction. They are two branches of the same tree.
Creating a Psychic
|A powerful psychic|
How did your character learn about their psychic abilities? An accident? Did they tell anyone or keep it secret? If they did tell, were they accepted or feared?
- Quick Build
You can make a Psychic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Hermit or background.
As a Psychic you gain the following class features.
- Hit Points
Weapons: Simple Weapons
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- A set of common clothes
- (a) A dungeoneer's pack or or (b) an explorer's pack
- A simple weapon
|Features||Telekinesis Damage||Talents Known||Disciplines Known||Psi Points||Psi Limit|
|1st||+2||Psionics, Mental Defense||-||1||1||4||2|
|2nd||+2||Telepathy, Mental Strength||-||1||1||6||2|
|4th||+2||Ability Score Improvement||-||2||2||17||3|
|6th||+3||Psychic Mindset feature||1d6||2||3||32||5|
|8th||+3||Ability Score Improvement||1d8||2||4||44||6|
|10th||+4||Psychic Mindset feature||1d8||3||5||64||7|
|12th||+4||Ability Score Improvement||1d10||3||6||64||7|
|14th||+5||Psychic Mindset feature||1d12||3||6||64||7|
|16th||+5||Ability Score Improvement||1d12||3||7||64||7|
|19th||+6||Ability Score Improvement||2d8||4||8||71||7|
|20th||+6||Perfect Psionic Being||2d10||4||8||71||7|
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which are here 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. At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Psychic table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. Psionic Talents listed at page 27
- Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a psychic to manifest psionic power. A psychic 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 Psychic 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. Psionic Disciplines listed at page 10
- 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 psychic level, as shown in the Psi Points column of the Psychic 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 psychic level, as shown in the Psi Limit column of the Psychic table. For example, as a 3rd-level psychic, 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.
Psionics save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionics attack modifier = your proficiency bonus + your Intelligence modifier
At 1st level, you can surround yourself with a thin telekinetic field that offers a certain amount of protection. While not wearing armor or wielding a shield, your AC is equal to 10 + your Intelligence modifier + your Dexterity modifier.
At 2nd level, you have learned how to use telekinesis to help you accomplish physical feats. When you make a Strength check or saving throw, you can choose to use your Intelligence modifier instead. If your are under the effects of Mind Silence or for some other reason you have lost access to your telekinetic abilities you do not gain the benefits of Mental Strength.
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature 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.
At 3rd level, you choose a Psychic Mindset: Optimist, Pessimist, Idealist, Realist, and Nihilist, each of which is detailed at the end of the class description. Each mindset specializes in a specific approach to psionics. Your order gives you features when you choose it at 3rd level and additional features at 6th, 10th, and 14th level.
Ability Score Increase
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.
At 5th level, you have learned how to will things to move even if you can't physical touch them. You gain a powerful telekinetic ability that has a range of 60 feet. As an action, you can use this ability to lift, hold, catch or throw any amount of mass up to your weight limit (detailed below). This ability requires concentration as if you were concentrating on a spell. You can use a bonus action to move objects your holding to a maximum of 30 feet per object. This increases to 40 feet at 12th level, and 50 feet at 18th level. You may also drop objects or creatures as an additional bonus action. You can keep any number of objects under your control (within your weight limit) but can only hold or catch one additional object or creature each turn (every 6 seconds).
Any held objects maintain their position, unless moved by you or another creature. Any creature attempting to move an object must make a Strength check against your Psionics save DC.
You can use this ability to attempt to grapple any creature within range that doesn't exceed your weight limit. If you do the creature makes an Athletics or Acrobatics check against your Psionics save DC, it does the same to try to escape the grapple. While grappled in this way you can move the creature like you would an object.
You can also use this ability to directly attack a creature. The target must be within range. Make an attack roll using your Psionics attack modifier creature. On a hit, the target takes 1d6 + your Intelligence modifier psychic or force damage (your choice). This damage increases based on your level as shown in the Telekinesis Damage column of the Psychic table. Alternatively, you can instead attack using an item you are currently holding with Telekinesis. This attack deals bludgeoning, slashing or piercing damage (whichever is appropriate) equal to your telekinesis damage. In any case, you can only make one attack with Telekinesis each turn.
At 5th level, your Weight Limit is 200 pounds, this increases by 200 pounds every 3 levels, at 8th level (400 pounds), 11th level (600 pounds), 14th level (800 pounds), 17th level (1000 pounds), and 20th level (1200). Any creature or object over this weight limit cannot be lifted or moved but can still attack it with Telekinesis.
Starting at 14th level, you can use your reaction to catch a falling object or creature with your telekinesis, dropping other objects of your choice if necessary.
At 7th level, you have learned how to read the psychic wave length given off by intelligent beings and understand it as language. You can use your action to listen to the surface thoughts of a creature, this doesn't work if it is immune to psychic damage, has an Intelligence of 3 or less, can't speak at least one langauge, or if it is immune to effects such the Detect Thoughts spell. The creature can make a Wisdom check against your Psionics save DC to realize you are listening to its thoughts. This feature may be used a number of times equal to 1/2 your Intelligence modifier round up (minimum of 1). You regain all uses after you finish a long rest.
The extent of surface thoughts is up to the DM to decide, though generally it's what the creature would be most thinking about at the time, in a combat situation possibly what they plan to do next.
At 9th level, you can use telekinesis to lift yourself into the air. As a bonus action, you gain a fly speed of 30. This uses concentration, and losing concentration causes you to fall. While doing this you cannot hold anything or attack with your telekinesis while using this ability. You can end your turn in midair.
This fly speed increases to 40 feet at 12th level, and 50 feet at 18th level. At 14th level, you can use a reaction to begin flying if you fall from more than 10 ft.
At 11th level, you have become used to psionic energy to the point that psychic attacks don't affect as much as they should. You gain resistance to psychic damage.
At 13th level, you can focus your mental prowess on snuffing out another creature's mind. The creature must make an Intelligence saving throw and on a failed save takes it 1d8 psychic damage and loses 1d6 Intelligence (a creature with 0 Intelligence is unconscious until it regains at least 1 Intelligence). As well a creature under the effects of Mind Silence can't cast a spells of a slot level higher than 1st and any form of telepathy is suppressed. At the end of its turn it can reroll the saving throw to attempt to end the effects of Silence Mind, even if it's unconscious. Silence Mind lasts for 10 minutes or until it succeeds the saving throw. When Mind Silence ends, its Intelligence returns to normal and it becomes immune to the effects Silence Mind for 24 hours. After you use this feature, you regain the ability to do so after a long rest.
At 15th level, you are mental strength makes it much harder for others to control your emotions. You gain advantage on saving throws against being frightened or charmed. At 18th level, you cannot be charmed or frightened, and you have advantage on saving throws against being stunned or paralyzed.
Perfect Psionic Being
At 20th level, your mind has become a nigh unstoppable force, granting you unbelievable power.
- Mental Prowess
Your Intelligence ability score increases by 2, the maximum for your Intelligence increases to 24.
- Immortal Mind
You no longer age. If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your equipment disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of a long rest.
A psychics power is so rooted in their thoughts, feelings, and emotions, that even their outlook on life effects their powers.
An optimist always looks on the bright side, they always remain positive, sometimes beyond reason. They align with the more positive side of psychic energy.
The Best of a Bad Situation
At 3rd level, your positive attitude has become infectious. When you take a short rest, you can spend 2 psi points, if you do you and every creature that can see and hear you can roll an additional Hit die to heal, doing so doesn't spend that hit die.
At 6th level, you gain greater control over positive psionic energy. While you aren’t incapacitated, each ally within 30 feet of you who can see you regains additional hit points equal to your Intelligence modifier (minimum of 0) whenever they regain hit points from a psionic discipline.
At 10th level, you give off an aura of comforting positivity. As an action, you can spend between 3 psi points to attempt to charm a creature within 30 feet of you that can see you. The creature makes a Charisma saving throw against your Psionics save DC. On a failure, it is charmed by you for 1 hour or until you deal damage to it. In addition, when you use a discipline to attempt to charm one or more creatures, the saving throw is made with disadvantage.
At 14 level, your unwillingness to give up and perseverance allows you recover from even the worst of injuries. When you are reduced to 0 hit points, you must make a Constitution saving throw with a DC of 10. On a success, you drop to 1 hit point instead. Each time you do this after the first time the DC increases by 5, this resets to DC 10 after a long rest.
A pessimist always looks on the dark side, they are negative. They align with the negative side of psychic energy.
At 3rd level, you gain domain over darker energies. You learn a 1st level necromancy spell and a necromancy cantrip of your choice. You can spend 2 psi points to cast this spell.
At 6th level, your negative energy overflows from you. When you hit a creature with a melee attack, you can spend a psi point to deal extra necrotic damage to the target. The damage equals 5 + twice your psychic level.
Endurance to the Negative
At 10th level, you become used to darker energy. You gain resistance to necrotic damage and you have advantage on saving throws against being frightened.
At 14th level, you become more and more frightening. You gain proficiency in intimidation. You add twice your proficiency bonus to intimidation checks.
As an action, you can spend 4 psi point to surround yourself with an aura of negative energy. This aura lasts for 1 minute and has a radius of 30 feet centered on you. Creatures of your choice in this aura must make a Wisdom saving throw against you Psionics save DC. On a failure, the creature is frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the it is within the aura, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the your Frightening Aura for the next 24 hours.
In addition, creatures within the aura take extra necrotic damage equal to your proficiency bonus when it takes necrotic damage.
Psionic Disciplines and Talents
Psionic talents and disciplines are the heart of a psychic’s craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.
Using a Discipline
Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.
The Psychic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psychic focus.
Effect Options and Psi Points
A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you don’t have enough psi points left, or the cost is above your psi limit, you can’t use the option. Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit. Some options let you spend additional psi points to increase a discipline’s potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you can’t decide to spend additional points once you see the discipline in action. Each option notes specific information about its effect, including any action required to use it and its range.
Disciplines don’t require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials. The power of psionics comes from the mind.
An effect option in a discipline specifies how long its effect lasts.
If no duration is specified, the effect of the option is instantaneous.
Some options require concentration to maintain their effects. This requirement is noted with “conc.” after the option’s psi point cost. The “conc.” notation is followed by the maximum duration of the concentration. For example, if an option says “conc., 1 min.,” you can concentrate on its effect for up to 1 minute. Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you can’t concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, “Spellcasting,” in the Player’s Handbook for how concentration works.
Targets and Areas of Effect
Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook.
Saving Throws and Attack Rolls
If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.
Combining Psionic Effects
The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline doesn’t combine with itself if the option is used multiple times. Instead, the most potent effect—usually dependent on how many psi points were used to create the effect— applies while the durations of the effects overlap. Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.
The psionic disciplines are presented here in alphabetical order. Psionic Disciplines listed at page 10
Psionic talents are minor abilities that require psionic aptitude but don’t drain a mystic’s reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions:
- You can never use your psychic focus on a talent.
- Talents don’t require you to spend psi points to use them.
- Psionic Talents listed at page 27
Prerequisites. To qualify for multiclassing into the psychic class, you must meet these prerequisites: Intelligence 13.
Proficiencies. When you multiclass into the psychic class, you gain the following proficiencies: None