Psychic (5e Class)

From D&D Wiki
Jump to navigation Jump to search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Any problems with this? talk page


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

Psychic

A tiefling woman talks to some elven guards, asking for passage to the castle. After a minute of talking, the elves let her through, treating her very friendly.

A half-elf sees a warlock cast a devastating spell that kills half of his fellow soldiers. With his quick thinking and amazing memorization, he casts the spell right back at the warlock and their army, ending them.

An elf seeks to stop others from fighting. One spell later, and the creatures feel compelled to obey her. She then has them move away from each other, before restraining them for later. Nobody else dares to start a fight.

A dragonborn is backed into a corner by a thug. They then shove the thug far away, allowing them an escape. The thug is thoroughly confused.

Psychics are like a mixture between sorcerers and wizards. They always utilize their innate psionic powers to manipulate the battlefield, both objects and creatures. They come about either through very intense training or are born as such.

Psionic Realization

Every psychic has a time they remember when their psionic powers awakened. Perhaps it was when they really wanted something, which caused them to persuade someone to do it. Maybe they saw something in the immediate future, or moved an item closer to them without touching it.

Most psychics are born, while others trained their minds for years before gaining their psionic powers. Rarely, a deity will give the psionic powers to a being they deem worthy. When the powers do awaken, there is a soft glow of energy around the head, barely noticeable to most. No matter how they awaken to their powers, they always go down one specialization and stick with it.

Psychics also study spells like wizards, and know a great deal about spellcasting, using their mind to cast them. They may not know of as many spells as a wizard, but they are still a force to be reckoned with when it comes to spellcasting.

Enhanced Mind

Psychics are comparable to artificers and wizards when it comes to intelligence. Their minds have been enhanced with psionic strength, giving them the ability to influence the world with their mind. Their enhanced minds have become as strong as they are through training, no matter how they got it.

The enhanced minds allow them access to their spells of psionic nature. These spells require an enhanced mind, linked to psychic energies, in order to be cast. This is why it is rare to see a non-psychic cast these spells, for they must also have an enhanced mind as well, and most with an enhanced mind end up becoming psychics.

Creating a Psychic

Psychics can enchant or dominate others, or they can move objects with their minds or even see the future. Your character would have learned of their powers at a young age. Think of why your character would want to do one of these things. Perhaps they are terrified of the future and wish to see as much as possible. Perhaps they seek power, and will start a cult of their own to seize it. Perhaps they enjoy playing tricks on others by moving objects around. Utilize the personalization section below to help flesh out your character, or jump to the quick build section to get started right away.

Personalization

It is best to try and avoid conflict. It is also a good idea to be ready for conflict, knowing what’s around and how best to use it all.
—Rahezur, traveling telekinetic tiefling.

When it comes to the power of the mind, nobody beats the psychic. Regardless of how they gained the power, through birth, training, or a deity, they are always the best when it comes to using their head. Psychics tend to try and avoid conflict, preferring to talk things out, but they know that sometimes, conflict is unavoidable. When a fight is inevitable, they always try to gain some advantage to start things off.

Reason for becoming a Psychic

Every psychic has superior intelligence due to their powers, but they all differ in why they keep using it. This keeps them using it and serves as a reminder of why they do what they do. Consider your character’s reason for becoming a psychic. Is it due to a prophecy? A desire to help others? Or do they seek another reason?

d6 Reasons
1 Prophecy. A spiritual leader determined you would fulfill a prophecy of some sort.
2 Desire. You desire to obtain something for yourself, and you use your powers to do so.
3 Protect. You wish to protect others, using your powers to make sure nobody else has to get hurt.
4 Limits. You wish to see how far you can go with your powers.
5 Control. You seek some form of control, be it over others, the future, or yourself.
6 Change. You seek to force a massive change throughout the world.
Psionic Origin

Every psychic has an origin of their powers. Being born with them, training, or being given them by a deity are the most common ones. Others do exist, but are far fewer in number.

d6 Psionic Origin
1 Birth. You were born with your powers, and have had them ever since.
2 Training. You trained for years to acquire the powers you now wield.
3 Gift. The powers you have were given to you by a deity. You don’t understand the reason.
4 Trauma. Some life or death situation forced the powers out of you. You lacked any form of control, and you ended up doing more than what you wanted.
5 Experiment. You were the result of an experiment to artificially enhance your mind.
6 Aberration-Touched. Some form of aberration, be it a great old one, a mind flayer, a star spawn, or some other, messed with you. As a result, you gained these powers, and something else...
Training

Every psychic, no matter their reason or origin, always has to train to fully master this power. Every psychic has their own style of training, which can be calm and relaxing, or brutal and intense. What was your character’s style of training? How long have they trained their powers for?

d6 Training
1 Brutal. You were forced to use them, even as you thought you would die.
2 Peaceful. You were trained to use your powers while relaxed, and at ease. This allowed you to be calm even in the most dangerous moments.
3 Intense. Every session was filled with constant improvement, with minimal breaks.
4 Reflective. Through meditation, you have reflected upon yourself, granting you increased control over your powers.
5 Bloody. You trained by killing other creatures, even as they begged for mercy.
6 Passion. You have focused on what you are passionate about.
Treatment

Every psychic is treated differently, depending mostly on how they obtained their powers. Some are treated as a sign that everything will end up alright, while others are regarded as threats, and end up alone. How was your character treated upon gaining their powers?

d6 Treatment
1 Outcast. You were discarded, and forced to find another place to live.
2 Sign. You were regarded as a sign of life-changing things to come.
3 Wonder. You were asked questions about your powers, and everyone was amazed at what you could do.
4 Caution. Others were cautious around you, careful not to upset you.
5 Deity. Others believed you were a new deity, and treated you as one.
6 Normal. You were treated as another person.

Quick Build

You can make a Psychic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom if you plan on going with Diviner or Telekinetic, or Charisma if you plan on going Charmer or Dominator. You'll want to be smart to properly utilize your powers, which require an analytical mind. You'll also want awareness of what's around you and reality if you go Diviner or Telekinetic. If you plan on going Charmer or Dominator, you'll want to easily charm others or force your will onto others. Second, choose the Folk Hero background. Third, choose the explorer's pack, arcane focus, and dagger.

Class Features

As a Psychic you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Light crossbows, daggers, darts, slings, quarterstaffs
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two of the following: Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Perception, and Persuasion.

Equipment

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

Table: The Psychic

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Psychic Specialty 3 2
2nd +2 Psionic Resistance 3 3
3rd +2 Hardened Mind 3 4 2
4th +2 Ability Score Improvement, Cantrip Versatility 3 4 3
5th +3 4 4 3 2
6th +3 Psychic Specialty Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Cantrip Versatility 4 4 3 3 2
9th +4 5 4 3 3 3 1
10th +4 Psychic Specialty Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 2 1
13th +5 6 4 3 3 3 2 1 1
14th +5 Psychic Specialty Feature 6 4 3 3 3 2 1 1
15th +5 6 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Cantrip Versatility 6 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 Mental Disruption 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility 6 4 3 3 3 3 2 1 1 1
20th +6 Ultimate Mind 6 4 3 3 3 3 2 2 1 1

Psychic Abilities

Psychic Specialty

At 1st level, you start to hone your psychic powers towards charming, dominating, divination, or telekinetic attributes. You gain features from your specialty at 1st level, and again at 6th, 10th, and 14th level.

Spellcasting

As a Psychic your powers can be manifested through the use of spells although it will be limited how many spells you may contain in a given day. You have an advanced intellect meaning you are able to prepare spells as if you were a Wizard but you can learn magic inherently like a sorcerer. The spells you can prepare for each day are shown below:

Prepared Spells = Psychic Level + Intelligence modifier.

The spells you prepare can be changed upon finishing a long rest and any new spells you wish to learn upon leveling up can be added during a long rest to your spell list.

At 1st level, you know four cantrips of your choice from the Psychic spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psychic table.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since the power of your spells relies on your mental ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psychic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your spells.

Psionic Resistance

Starting at 2nd level, your mind's guarded against damage to it. You gain resistance to psychic damage. Starting at 18th level, you gain immunity to psychic damage.

Hardened Mind

Your psychic prowess now better guards your mind. Starting at 3rd level, you have advantage on saving throws against the charmed and frightened conditions.

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.

Cantrip Versatility

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class’s Spellcasting feature with another cantrip from the psychic spell list.

Mental Disruption

You have learned how to disrupt the minds of others quite severely. Starting at 18th level, you are able to, as an action, target one creature. The target then must make a mental saving throw (Intelligence, Wisdom, or Charisma, your choice) against your spell save DC and takes 4d6 psychic damage. Upon a success, they take half damage and know someone tried to mess with their mind. Upon a failure, they have that ability score cut in half. You may do this a total amount of creatures equal to your Intelligence ability score modifier. You regain all uses after finishing a long rest. This feature cannot lower a creature's Intelligence, Wisdom, or Charisma score below 6. You can target the same creature after 10 days have passed.

Ultimate Mind

At 20th level, your mind has become greatly expanded, aiding you in one of two ways. Choose one of the following options:

  • Your mind has become more expansive, allowing you to go beyond mortal limits.

Your Intelligence ability score and maximum increase by 4.

If your psychic prowess is either the Charmer or Dominator, your Charisma ability score and maximum also increase by 4.

If your psychic prowess is either the Diviner or Telekinetic, your Wisdom ability score and maximum also increase by 4.

OR

  • Your mental state has gained a lower limit that it cannot go below.

Your Intelligence ability score can no longer be reduced below half your normal maximum for the score, regardless of whatever happens. Any attempt to reduce it below that threshold fails if it is already at or below the threshold. For example, if your maximum Intelligence ability score is 20, then it cannot go below 10.

If your psychic prowess is either the Charmer or Dominator, your Charisma ability score can no longer be reduced below half your normal maximum for the score, regardless of whatever happens. Any attempt to reduce it below that threshold fails if it is already at or below the threshold. For example, if your maximum Charisma ability score is 20, then it cannot go below 10.

If your psychic prowess is either Diviner or Telekinetic, your Wisdom ability score can no longer be reduced below half your normal maximum for the score, regardless of whatever happens. Any attempt to reduce it below that threshold fails if it is already at or below the threshold. For example, if your maximum Wisdom ability score is 20, then it cannot go below 10.

Specialty

Every psychic has their own special form of psionic power that they utilize. Choose from the options below, and seek to further enhance your psychic potential.

Charmer

You have decided to focus in on charming others for your ends, encouraging them to follow you.

You have a list of always prepared spells. These spells count as psychic spells for you but do not count against the total number of spells you can prepare.

Charmer Specialty Spells
Psychic Level Spells
1st animal friendship, charm person
3rd enthrall, suggestion
5th fast friends, motivational speech
7th charm monster, compulsion
9th geas, modify memory
Charming

You excel at enchanting others with your words and actions. Starting at 1st level, whenever you cast a charm spell (charm person, suggestion, etc.), you can have the target of your charm subtract your Charisma modifier from its saving throw. You may do this once, being able to do so again after finishing a long rest, and gain 1 additional use at 6th level (2 uses), 10th level (3 uses), and 14th level (4 uses).

Irresistable Charm

You have enhanced your charming prowess so much that even the hardest to charm are charmed by you. Starting at 6th level, creatures who have advantage on saving throws against being charmed, don't have advantage on their saving throw from spells that charm creatures cast by you.

Uncharmable

You have become so used to charming others that charms no longer work on you. Starting at 10th level, you gain immunity to the charmed condition.

Sly Charmer

You have been enhancing your charming prowess even further, making it hard to detect when you have charmed someone. Starting at 14th level, you can choose to have a number of charmed creatures not become hostile to you when your charm ends, so long as they were not hostile beforehand. The amount of creatures can be less than or equal to your Charisma plus Intelligence ability score modifiers. Once this feature has been used, you must finish a long rest before you can use it again.

Diviner

You have decided to be a more traditional psychic, seeing into the future.

You have a list of always prepared spells. These spells count as psychic spells for you but do not count toward the amount of psychic spells you have prepared.

Diviner Specialty Spells
Psychic Level Spells
1st detect magic, identify.
3rd detect thoughts, augury.
5th clairvoyance, tongues.
7th arcane eye, divination.
9th legend lore, scrying.
Insightful Mind

You have honed your mind to start to see glimpses of the future. Starting at 1st level, you may, as an action, make a Wisdom (Insight) check against a creature of your choice, the DC being their passive Charisma (Deception) (10 + Charisma (Deception) modifier). Upon a success, you gain insight into what that creature might do, but it is blurry. You can only see into the future for 1 minute, and it requires concentration, as if you were concentrating on a spell. You may do this only once, being able to do so again after finishing a long rest.

For the duration, the following applies: You have advantage on attack rolls against the target, and you have advantage on saving throws caused by them. The target has disadvantage on saving throws caused by you and on attack rolls against you. Examples of causing a saving throw include causing a cave-in and casting a spell that requires a saving throw.

Arcane Mind

You have learned how to learn spells by watching others. Starting at 6th level, you may use your reaction to make an Intelligence (Arcana) check, DC = 18 + spell level. Upon a success, you memorize the spell that was cast, unless it was cast without all of the required components, such as if the spell was cast using the subtle spell metamagic. You may have an amount of spells memorized this way less than or equal to your Intelligence modifier, and none of them can require a spell slot higher than what you currently have. You may cast this spell using the same action as the spell calls for.

Accurate Mind

You have learned how to calculate the likelihood of where a creature will be when you attack. Starting at 10th level, you add half your Intelligence modifier rounded up to all attack rolls.

Sensing Mind

You have learned how to better sense things nearby. Starting at 14th level, you have blindsight out to 10 feet, and you have advantage on Wisdom (Perception) checks to determine where other creatures are, and Wisdom (Insight) checks to determine how they are feeling.

Dominator

You have decided to focus in on taking full control over others, overriding their free will for your own interests.

You have a list of always prepared spells. These spells count as psychic spells for you but do not count toward the amount of psychic spells you have prepared.

Dominator Specialty Spells
Psychic Level Spells
1st command, compelled duel
3rd crown of madness, hold person
5th enemies abound, fear
7th charm monster, dominate beast
9th geas, hold monster
Obey

You are great at forcing your will onto charmed targets. Starting at 1st level, whenever you cast a charm spell that does not already have the creature(s) obey your commands, you can have the target(s) be under your control for xd4 minutes, x being your Charisma ability score modifier. You may do this once, being able to do so again after finishing a long rest.

Mass Control

You are one who can control many. Starting at 6th level, you may choose one additional target when casting a charm, dominate, or suggestion spell.

Dominator

You have become so used to dominating others that fear no longer works on you. Starting at 10th level, you gain immunity to the frightened condition.

Total Domination

You have become so used to dominating others that you have learned how to extend it. Starting at 14th level, your Obey feature and all Domination spells (suggestion, dominate beast, dominate person, dominate monster, mass suggestion, and such) can be extended to last twice as long. You must finish a long rest in order to do so again. If the time is over 24 hours, you must finish a week's worth of long rests in order to use this feature again. Your Obey feature counts as the level the charm spell was cast at.

Telekinetic

You have decided to focus in on moving creatures and objects with your mind.

You have a list of always prepared spells. These spells count as psychic spells for you but do not count toward the amount of psychic spells you have prepared.

Telekinetic Specialty Spells
Psychic Level Spells
1st feather fall, floating disk
3rd cloud of daggers, levitate
5th fly, water walk
7th control water, watery sphere
9th animate objects, telekinesis
Telekinesis

You have started using your mind to move objects. Starting at 1st level, you may move an amount of creatures/objects equal to your Intelligence modifier within 30 feet of you so long as it does not leave that range and does not exceed 10 lbs.

Also, you know the mage hand cantrip, which does not count against the number of cantrips you can know. You can make it invisible if you so choose with double the range of your telekinesis, if you spend a full turn casting it instead of an action.

The range increase by 30 feet and the weight limit increases by 10 lbs. at 6th level (60/20), and again at 10th level (90/30) and 14th level (120/40).

Mind Power

You have honed your mind to be able to attack with it. Starting at 6th level, on your turn, whenever you take the attack action with a ranged weapon attack, you may use your Intelligence modifier instead of your Strength modifier or Dexterity modifier to attack a creature.

Telepathy

You have spent so much time honing your mind to move objects that you learned how to communicate from afar with your mind to a group of people. Starting at 10th level, you gain telepathy. The telepathy has a range in feet equal to your Intelligence modifier times your levels in psychic and you can talk to a number of creatures equal to your Intelligence modifier. If you already have telepathy, you increase it by the same amount.

Telekinetic Shove

You have learned how to forcefully move creatures against their will. Starting at 14th level, you may attempt to shove a creature within the range of your telekinesis or with your mage hand. The target must succeed on a Strength saving throw against your spell save DC. Upon a fail, the creature is shoved however far you want them to, so long as you do not shove them beyond your telekinetic/mage hand range, whichever you are using.

Psychic Spell List

Cantrips

blade ward, control flames, encode thoughts, friends, guidance, gust, mending, message, mind sliver, minor illusion, prestidigitation, psionbolt, psychokinesis, vicious mockery.

1st Level

animal friendship, bane, beast bond, bless, cause fear, charm person, create or destroy water, detect magic, disguise self, dissonant whispers, feather fall, floating disk, gift of alacrity, hideous laughter, jump, longstrider, mage armor, magnify gravity, psionova, mind spike, variant, sleep, unseen servant.

2nd Level

alter self, arcanist's magic aura, blur, calm emotions, concuss, crown of madness, enthrall, find traps, gift of Gab, hold person, locate object, mind spike, mirror image, Nathar's mischief, nystul's magic aura, phantasmal force, Psydarts, psionic ward, shadow blade, suggestion, Tasha's mind whip.

3rd Level

animate dead, blink, counterspell, dispel magic, enemies abound, fast friends, fear, fly, hypnotic pattern, intellect fortress, major image, magic circle, mind wipe, phantom steed, psybeam, psyblast, psyche drain, pulse wave, sending, speak with dead, speak with plants.

4th Level

banishment, black tentacles, charm monster, compulsion, confusion, conjure minor elementals, conjure woodland beings, dimension door, dominate beast, fabricate, gravity sinkhole, greater invisibility, hallucinatory terrain, locate creature, mind blast, phantasmal killer, polymorph, Raulothim's psychic lance, rend.

5th Level

animate objects, dominate person, commune with nature, conjure elemental, control winds, creation, danse macabre, dominate person, geas, hold monster, legend lore, mislead, modify memory, Permanency (5e Spell), seeming, skill empowerment, teleportation circle, scrying, synaptic static, telepathic bond.

6th Level

contingency, disintegrate, eyebite, find the path, Fizban's platinum shield, forbiddance, mass mind wipe, mass suggestion, mental prison, Otto's irresistible dance, programmed illusion, true seeing, word of recall.

7th Level

extrasensory strike, mirage arcane, plane shift, power word pain, project image, reverse gravity, simulacrum, teleport.

8th Level

antipathy/sympathy, dominate monster, feeblemind, illusory dragon, maddening darkness, power word stun.

9th Level

foresight, imprisonment, power word kill, psychic scream, weird.

Multiclassing

Prerequisites. To qualify for multiclassing into the Psychic class, you must meet this prerequisite: Intelligence 13.

Proficiencies. When you multiclass into the Psychic class, you gain the following proficiencies: None


+1/2/3 class item:

Psionic Headband

Wondrous Item

Varying Rarity

Major Tier

Requires attunement by a Psychic

Strengthen your mind even further.

Bonus While wearing this headband, you gain a bonus to your spell attack rolls and spell save DC. The bonus is determined in the bonus row of the table below.

Psionic Boost Upon casting a spell that deals psychic damage, you can expend a charge to instead deal maximum damage per die. For example, if you cast the spell dissonant whispers at 1st level and expend two charges, then you deal 12+1d6 psychic damage to the target. The amount of charges the headband has and the amount of charges regained at dawn are listed in the table below.

Bonuses
Rarity Uncommon Rare Very Rare
Bonus +1 +2 +3
Maximum Charges 4 6 8
Charges Regained d4 d6 d8
1.00
(one vote)

Back to Main Page5e HomebrewClasses