Psykinetic (5e Class)
Psykinetic[edit]
The Psykinetic is a volatile caster that draws upon the power of the chaotic realm of souls known as The Warp. There, reality becomes anathema as emotion and thought reign as the only true laws of the universe. Residing in The Warp are malevolent creatures beyond comprehension, and unknowable evil that unfortunate individuals "gifted" with psykinetic abilities barely contain. This class was made to be able to be used inside or outside of the setting of Warhammer 40k.
Creating a Psykinetic[edit]
How does your psyker view their abilities? Do they view their connection to the Warp as a gift to be exploited and revered? Do they view it as a tool to keep at arm's length? Perhaps a curse they wish they never had?
- Quick Build
You can make a Psykinetic quickly by following these suggestions. First, Wisdom should be your highest ability score. Second, choose any background.
Class Features
As a Psykinetic you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Psykinetic level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Psykinetic level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) component pouch or (b) arcane focus
- (a) scholar's pack or (b) explorer's pack
- leather armor
- If you are using starting wealth, you have 5d4×10 in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | Maximum Perils | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | Perils of the Warp, Barrier | 4 | 2 | 21 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Warp Conduit, Psykana | 4 | 3 | 22 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Quietude | 4 | 4 | 23 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 5 | 5 | 24 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Psykinetic Invocation | 5 | 6 | 25 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Psykana Feature | 5 | 7 | 26 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | By Crack of Bone | 5 | 8 | 27 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 9 | 28 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Precognition | 5 | 10 | 29 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Psykana Feature | 6 | 11 | 39 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Warp Speed | 6 | 12 | 31 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 6 | 12 | 32 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 6 | 13 | 33 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Psykana Feature | 6 | 13 | 34 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Disrupt Destiny | 6 | 14 | 35 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 6 | 14 | 36 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 6 | 15 | 37 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 6 | 15 | 38 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 15 | 39 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Psykana Feature | 6 | 15 | 40 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
You know as many spells of your choice from the warlock spell list as the spells known column dictates. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Your spellcasting modifier is wisdom.
Perils of the Warp[edit]
Due to the finicky and dangerous nature of your abilities, diligent control must be kept over your usage of your Warp magic.
Whenever you cast a spell, you gain Perils equal to 1 plus the spell level (cantrips being 0th level spells) and roll 1d20. On a 1, you trigger Perils of the Warp and roll 1d100 on the Perils of the Warp table at the bottom of this page. When your Perils reach the maximum Perils for your level, you automatically roll on the Perils of the Warp table. You have one more turn after this one to Quell your Perils with an action or a bonus action, or at the end of the turn, you become stunned until your Perils are 0.
You can Quell Perils as an action or a bonus action. If you Quell Perils as an action, you remove twice your proficiency bonus worth of Perils, or just your proficiency bonus as a bonus action. If you don't gain more Perils in a turn, half your proficiency bonus is automatically quelled. If you are unconscious, incapacitated, or stunned, you instead Quell your full proficiency bonus on your turn. A creature may use an action to stablize you to remove the stunned condition caused by Perils of the Warp, as long as your Perils are below maximum when they choose to do so.
If you lose concentration on a spell, become targeted by counterspell, or otherwise fail to cast a spell or end a spell for an involuntary reason, you take 1d4 per level plus current Perils psychic damage that cannot be reduced or negated.
Finally, if a creature tries to read your mind, they take psychic damage equal to 1d4 per level in psykinetic and automatically fail to read your mind (unless that creature is immune to psychic damage, which would be unaffected by this, but are still aware of the horrors trapped inside of your mind).
Barrier[edit]
The runoff from your psychic might shields your corporeal form from harm. You have a pool of temporary hit points (called Barrier) equal to your Psykinetic level in 1d4s. Your maximum is rolled the same way as normal hit points, being maximum at first level and then adding 1d4 to the total when you gain a level in Psykinetic. During a short rest, you may spend any of your Barrier dice to roll them and gain that much Barrier, and you gain all of your Barrier back upon completing a long rest. Temporary hitpoints gained from other sources are independent from Barrier.
When you take damage, that damage is allocated to your Barrier instead. Damage dealt to Barrier does not cause concentration checks. If your Barrier would be reduced to 0, any excess damage is dealt to your hit points until you regain Barrier.
If the damage source is from a constitution, intelligence, wisdom, or charisma saving throw, or the damage dealt was psychic or poison, your hit points would take the damage instead of your Barrier.
Psykana[edit]
At 2nd level, you chose a Psykana. Choose between Clairvoyant or Witchblade, both detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 20th levels.
Quietude[edit]
Whenever you Quell Perils, you regain Barrier equal to the amount of Perils quelled.
Ability Score Improvement[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.
Psykinetic Invocation[edit]
At 5th level, you may choose a number of Eldritch Invocations equal to half your proficiency bonus (rounded up). If you are a Witchblade, you count as having pact of the blade for choosing invocations.
By Crack of Bone[edit]
At 7th level, claiming souls alleviates the constant headache of holding back the sea of pandemonium. whenever you kill a creature that has a soul, quell Perils equal to its challenge rating. Creatures with challenge rating below 1 do not Quell Perils.
Precognition[edit]
When you reach 9th level, the whispers of the Warp enlighten you to the weaknesses of your enemies, becoming louder the closer you become to letting the Warp take you. When you make a weapon or spell attack, the crit range is increased by your current perils divided by 10, rounding up.
Warp Speed[edit]
At 11th level, reality's grip upon you slips. You may cast the Arcane Warp cantrip at will as a bonus action, targeting only yourself.
Disrupt Destiny[edit]
Whenever you roll on the Perils of the Warp table, you may roll twice and take either roll, and you only become incapacitated by reaching maximum Perils.
Clairvoyant[edit]
Despite the inherently malevolent nature of the Immaterium, Clairvoyant psykers bend it to assist their comrades in battle.
- Telekine Shield
At 1st level, you may create a telekinetic wall as an action that is five times your proficiency bonus in length. This wall grants full cover to friendly creatures behind it, though they can move and attack through it as if it wasn't there. This wall has hit points, drawing directly from your Barrier. You may use the wall as long as you have remaining Barrier, and you may only have one active at a time.
- Mindward
At 6th level, you and allies within 10 feet of you may add your wisdom modifier to their saving throws. This radius extends to 30 feet at 15th level.
- Bend Probability
At 10th level, whenever you or your allies roll an attack, ability check, or saving throw within your mindward aura, you may have them reroll and take either result. This causes you to gain 8 Peril, and can't be used until you complete a short or long rest or until you roll on the Perils of the Warp table.
- Psyrurgeon
At 14th level, whenever you regain Barrier, you may give your allies within your mindward aura a number of temporary hitpoints equal to Barrier regained.
- Soulfortress
At 20th level, you may cast the Shield spell at will without expending spell slots on any target within your mindward radius.
Witchblade[edit]
Some psykers decided not to let their muscles atrophy despite their curse. The marriage of the horrific power of the Warp and Martial Prowess is a horrific combination to behold.
- Warpcleave
Once per turn at second level, when you cast a spell or a cantrip that requires a spell attack roll, you can replace it with a single melee attack, using the ability modifier of the weapon, and add the attack damage to the effects of the spell, increasing the damage dice of the spell by one step (or if they're already d12, add 2 to the roll of each die). Using this feature counts as an Attack Action in order to use the extra attacks granted by the Extra Attack feature. When you use this feature, you can choose to instead replace an attack and force creatures to make a dexterity saving throw in a cone in front of you with a length equal to five times your proficiency bonus, dealing the spell effects and damage on a failure. You gain 1 extra peril on top of the peril gained by the spell.
Additionally, you gain proficiency in martial melee weapons.
- Scrier's Gaze
At 6th level, you may enter Scrier's Gaze as a free action. When in Scrier's Gaze, you gain 1 peril per turn. This peril increases by 1 per turn, and when you reach maximum Perils, Scrier's Gaze ends, the effects lingering for one more turn. While in Scrier's Gaze, you deal extra damage equal to 2 times the amount of turns spent in Scrier's Gaze, gain +1 to attack rolls for every turn spent in Scrier's Gaze, and your crit range increases by one for every other turn spent in Scrier's Gaze, stacking with the Precognition feature.
- Psychic Supremacy
At 10th level, you gain 4 superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short rest or a long rest. You also learn 3 martial maneuvers. You use strength to determine your maneuver save DC.
- Deathstroke
At 14th level, your critical damage multiplier for melee attacks becomes ×3 instead of ×2. Additionally, when you reduce a creature to 0 hit points, they are immediately killed, negating effects that are caused by dropping to 0 hitpoints.
- Slayer of the Beyond
At 20th level, your strength score increases by 2, AC by 1 and your movement speed increases by 5 for every 8 Perils you currently have.
Roll (1d100) | Result | |||
---|---|---|---|---|
1 | roll twice, take both results, ignoring rolls of 1. | |||
2-25 | take proficiency bonus d6 psychic damage | |||
26-42 | take proficiency bonus d6 psychic damage and become poisoned until your next turn. | |||
43-55 | take proficiency bonus d6 psychic damage and become incapacitated until your next turn. | |||
56-65 | 3rd level fireball dealing force damage centered on you. | |||
66-75 | Banish yourself for 1 turn. | |||
76-80 | All creatures within 30 feet take proficiency bonus d6 psychic damage. | |||
81-84 | Become blinded and deafened until your next turn. | |||
85-89 | Summon 1d4 hostile Bloodletters that disappear at the beginning of your next turn. | |||
90-93 | All creatures within 30 feet suffer the poisoned condition until your next turn. | |||
94-95 | Expend all of your spell slots. | |||
96-97 | Set Perils to maximum. | |||
98-99 | Summon 1 hostile Bloodthirster that disappears at the beginning of your next turn. | |||
100 | Power Word Kill yourself. |
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Psykinetic class, you must meet these prerequisites: Wisdom 13.
Proficiencies. When you multiclass into the Psykinetic class, you gain the following proficiencies: Arcana.
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