Psykinetic (5e Class)

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Psykinetic[edit]

A dwarf runs through the forest. Looking over her shoulder, she sees the owlbear that is chasing her. She waves her hand, and the trees behind her bend to block her chaser.

The Psykinetic[edit]

Psykinetices harness the raw untapped power of their mind to change the world around them.

Creating a Psion[edit]

When creating a Psykinetic, consider how your powers came to be. Psionics originate from a faraway realm, so how did you stumble upon it? Did you just decide to study the planes, and magic itself? Did a being from another plane come to you, giving you knowledge? Then ask yourself, how do you feel about your knowledge, and your powers? Are they a blessing? A curse? When deciding your Tide, ask yourself if your Psionic powers something you want to use in the pursuit of transmutation or physical movement ?

Quick Build

You can make a Psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose Spear, Leather Armour, a light crossbow and 20 bolts, and a scholar's pack.

Class Features

As a Psykinetic you gain the following class features.

Hit Points

Hit Dice: 1d8 per Psykinetic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Psykinetic level after 1st

Proficiencies

Armor: Light Armour
Weapons: Simple Weapons, Shortswords
Tools: None
Saving Throws: Intelligence, Strength
Skills: Choose two skills from Arcana, History, Insight, Medicine, Nature, Perception, and Religion

Equipment

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

  • (a) two simple weapon or (b) a longsword
  • (a) a light crossbow and 20 bolts or (b) a simple weapon or (c) a longbow
  • (a) a scholar's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4x10 gold in funds.

Table: The Psykinetic

Level Proficiency
Bonus
Features Psi Points Psi Limit
1st +2 Psionics, Tide, Telekinesis 3 2
2nd +2 Psionic Recovery 6 2
3rd +2 Tide Feature, Telepathy 9 4
4th +2 Ability Score Improvement, Strength of the Mind 12 4
5th +3 15 5
6th +3 Tide Feature 18 5
7th +3 21 6
8th +3 Ability Score Improvement, Potent Psionics (1d6) 24 6
9th +4 27 8
10th +4 Consumptive Power 30 8
11th +4 Psionic Mastery (1/day) 33 8
12th +4 Ability Score Improvement 36 9
13th +5 Psionic Mastery (2/day) 39 9
14th +5 Tide Feature, Potent Psionics (2d6) 42 10
15th +5 Psionic Mastery (3/day) 45 10
16th +5 Ability Score Improvement 48 11
17th +6 Psionic Mastery (4/day) 51 11
18th +6 54 12
19th +6 Ability Score Improvement 57 12
20th +6 Psionic Body 60 12

Psionics[edit]

As a student of Psionics, you use psionic power to manipulate reality.

Psi Points[edit]

You have the capacity to change the world around you with your mind. To do that, you use Psi Points. The number of Psi Points you have is based on your Psion level, as shown in the Psi Points column of the Psion 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[edit]

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. The limit is based on your Psion level, as shown in the Psi Limit column of the Psion table. For example, as a 3rd-level Psion, you can spend no more than 3 psi points on a class feature each time you use it, no matter how many Psi Points you have.

Psionic Ability[edit]

Intelligence is your Psionic ability for your Psionic Disciplines and Talents. You use your Intelligence modifier when setting the Saving Throw DC for a Psionic Discipline or Talent or when making an attack roll with one.

Psionic Save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic Attack Modifier = your proficiency bonus + your Intelligence modifier

Tide[edit]

At 1st level, you chose a Tide. Choose between the Ebb and Flow, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, and 14th.

Telekinesis[edit]

At first level, you can move the world around you with your mind. As an action, you can spend 1 psi point to move any object within a range of 50 + 10ft per additional psi point spent. The max weight of the object is the same as the range. If you hit a creature with it, it deals the same amount of damage as throwing someone against something. Alternatively, you may choose to force a creature within the same range that is up to one size larger than you to make a Strength saving throw. The DC for this saving throw is 13 + your Intelligence modifier. If they fail, you can move them anywhere within range. You may slam them against something, most likely breaking whatever they hit and dealing 2d8 + one 1d8 per additional psi point spent bludgeoning damage. If you hit another creature with a creature, it deals half damage to each creature.

Psionic Recovery[edit]

Starting at 2nd level, you can draw vigor from the Psi Energy you use to power your Psionic Disciplines. Immediately after you spend psi points on a Psionic power, you can take a bonus action to regain Hit Points equal to half the number of Psi Points you spent (Rounded down, minimum 1).

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.


Tides[edit]

Your Tide defines the manifestation of your psionic power. If you choose Ebb, you use your power to warp things around you. If you choose flow, you see the flow of gravity and tweak it to enhance your telekinesis.

Flow[edit]

Ebb[edit]

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