Scarlet Nexus: Disciplines (5e Other)

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Psionic Disciplines[edit]

Psionic disciplines are the heart of a SAS member's craft. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects. Psionic disciplines were each discovered by different SAS and tend to reflect their Psycho-Kinetic’ specialties.


Using a Discipline[edit]

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.

Psychic Focus:

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.

Components:

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.

Duration:

An effect option in a discipline specifies how long its effect lasts.

  • Instantaneous.

If no duration is specified, the effect of the option is instantaneous.

  • Concentration.

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 apsionic 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.


Psychic Focus Disciplines[edit]

Adaptive Body
  • 1 Psi Point

While focused on this discipline, you don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

Aura Sight:
  • 1 Psi Point

While focused on this discipline, you have advantage on Wisdom (Insight) checks.

Bestial Form:
  • 1 Psi Point

While focused on this discipline, you have advantage on Wisdom (Animal Handling) checks.

Brute Force:
  • 1 Psi Point

While focused on this discipline, you have advantage on Strength (Athletics) checks.

Celerity:
  • 1 Psi Point

While focused on this discipline, your walking speed increases by 10 feet.

Corrosive Metabolism:
  • 1 Psi Point

While focused on this discipline, you have resistance to acid and poison damage.

Crown of Despair:
  • 1 Psi Point

While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Crown of Disgust:
  • 1 Psi Point

While you are focused on this discipline, the area in a 5-foot radius around you is difficult terrain for any enemy that isn’t immune to being frightened.

Crown of Rage:
  • 1 Psi Point

While you are focused on this discipline, any enemy within 5 feet of you that makes a melee attack roll against creatures other than you does so with disadvantage.

Diminution:
  • 1 Psi Point

While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Giant Growth:
  • 1 Psi Point

While focused on this discipline, your reach increases by 5 feet.

Intellect Fortress:
  • 1 Psi Point

While focused on this discipline, you gain resistance to psychic damage.

Iron Durability:
  • 1 Psi Point

While focused on this discipline, you gain a +1 bonus to AC.

Mantle of Awe:
  • 1 Psi Point

While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of +1).

Mantle of Command:
  • 1 Psi Point

While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. To move in this way, the ally mustn’t be incapacitated.

Mantle of Courage:
  • 1 Psi Point

While focused on this discipline, you and allies within 10 feet of you who can see you have advantage on saving throws against being frightened.

Mantle of Fear:
  • 1 Psi Point

While focused on this discipline, you have advantage on Charisma (Intimidation) checks.

Mantle of Fury:
  • 1 Psi Point

While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn.

Mantle of Joy:
  • 1 Psi Point

While focused on this discipline, you have advantage on Charisma (Persuasion) checks.

Mastery of Air:
  • 1 Psi Point

While focused on this discipline, you take no falling damage, and you ignore difficult terrain when walking.

Mastery of Fire:
  • 1 Psi Point

While focused on this discipline, you gain resistance to fire damage, and you gain a +2 bonus to rolls for fire damage.

Mastery of Force:
  • 1 Psi Point

While focused on this discipline, While focused on this discipline, you have advantage on Strength check.

Mastery of Ice:
  • 1 Psi Point

While focused on this discipline, you have resistance to cold damage.

Mastery of Light and Darkness:
  • 1 Psi Point

While focused on this discipline, natural and magical darkness within 30 feet of you has no effect on your vision.

Mastery of Water:
  • 1 Psi Point

While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater.

Mastery of Weather:
  • 1 Psi Point

While focused on this discipline, you have resistance to lightning and thunder damage, and you gain a +2 bonus to rolls for lightning damage.

Mastery of Wood and Earth:
  • 1 Psi Point

While focused on this discipline, you have a +1 bonus to AC.

Nomadic Arrow:
  • 1 Psi Point

While focused on this discipline, any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage.

Nomadic Chameleon:
  • 1 Psi Point

While focused on this discipline, you have advantage on Dexterity (Stealth) checks.

Nomadic Mind:
  • 1 Psi Point

While focused on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. Alternatively, you gain the ability to read and write one language of your choice until your focus ends.

Nomadic Step:
  • 1 Psi Point

After you teleport on your turn while focused on this discipline, your walking speed increases by 10 feet until the end of the turn, as you are propelled by the magic of your teleportation. You can receive this increase only once per turn.

Precognition:
  • 1 Psi Point

While focused on this discipline, you have advantage on initiative rolls.

Psionic Restoration:
  • 1 Psi Point

While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

Psionic Weapon:
  • 1 Psi Point

While focused on this discipline, choose one weapon you’re holding or your unarmed strike. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Until you reach 6th level as a mystic, you don’t add your Strength or Dexterity modifier to the psychic attack’s damage rolls.

Psychic Assault:
  • 1 Psi Point

While focused on this discipline, While focused on this discipline, you gain a +2 bonus to damage rolls with psionic talents that deal psychic damage.

Psychic Inquisition:
  • 1 Psi Point

While focused on this discipline, you know when a creature communicating with you via Brain Talk is lying.

Psychic Phantoms:
  • 1 Psi Point

While focused on this discipline, you have advantage on Charisma (Deception) checks.

Telepathic Contact:
  • 1 Psi Point

While focused on this discipline, you gain the ability to use your Brain Talk class feature with up to six creatures at once, linking every creature you've chosen.

Disciplines[edit]

Gravikinesis Disciplines[edit]

As a student of psionic power, you perceive the potential energy that flows through all things. You reach out with your mind, transforming the potential into the actual. Objects and creatures move at your command.

Push
  • 1–9 Psi Points

As an action, choose one creature you can see within 60 feet of you. The target must make a Strength saving throw. On a failed save, it takes 1d8 force damage per psi point spent and is pushed up to 5 feet per point spent in a straight line away from you. On a successful save, it takes half as much damage.

Move
  • 2–9 Psi Points

Choose one object you can see within 60 feet of you that isn’t being worn or carried by another creature and that isn’t secured in place. It can’t be larger than 20 feet on a side, and its maximum weight depends on the psi points spent on this ability, as shown below. As an action, you move the object up to 60 feet, and you must keep the object within sight during this movement. If the object ends this movement in the air, it falls. If the object would fall on a creature, the creature must succeed on a DC 14 Dexterity saving throw or take half damage as listed on the table below:

Psi Spent Maximum Weight Bludgeoning Damage
2 50 lbs. 3d6
3 150 lbs. 4d6
4 250 lbs. 5d6
5 500 lbs. 6d6
6 1000 lbs. 7d6
7 2000 lbs. 8d6
8 4000 lbs. 9d6
9 8000 lbs. 10d6
Inertial Armor
  • 2 Psi Points.

As an action, you sheathe yourself in an intangible field of magical force. For 8 hours, your base AC is 14 + your Dexterity modifier, and you gain resistance to force damage. This effect ends if you are wearing or don armor.

Telekinetic Barrier
  • 3 Psi Points; conc., 10 min.

As an action, you create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. The wall is 40 feet long, 10 feet high, and 1 inch thick. The wall lasts until your concentration ends. Each 10-foot section of the wall has an AC of 10 and 10 hit points.

Grasp
  • 3 Psi Points; conc., 1 min.

You attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple.

The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. You gain a +1 bonus per psi point spent.

While a target is grappled in this manner, you create one of the following effects as an action:

  • Crush (1–7 Psi Points).

The target takes 1d6 bludgeoning damage per psi point spent.

  • Move (1–7 Psi Points).

You move the target up to 5 feet per psi point spent. You can move it in the air and hold it there. It falls if the grapple ends.

Defy Gravity
  • 3-9 Psi Points; conc., 10 min.

You have mastered the ability to manipulate the gravity around you or others. You may use a action to use the Fly spell.

Catastrophic Planetary Devastation

Prerequisites: Enter in Brain Field

  • 9 Psi Points; conc.

The Flux Sentinel has learned to create gravity spheres, a powerful technique which emerges from his hands and acts as a center of gravity drawing in everything in its surroundings to create an enormous satellite over a period of turns equal to your Intelligence Modifier. The Flux Sentinel creates one of these spheres that has a radius of 50 feet and can be sent to any point the user can see. You may move the sphere up to 60 feet per turn as a bonus action. All objects make no saving throw and are drawn in. Creatures must make a Dexterity saving throw DC 12 or be drawn into the satellite. If a creature fails their initial Dexterity saving throw they receive 2x the damage from this ability. When using this ability for damage, refer to the Meteor Swarm spell, however, the fire damage is instead treated as force damage. This ability can only be used once per Brain Field.

Pyrokinetic Disciplines[edit]

You align your mind with the energy of elemental fire.

Basic Fire Discipline
  • Range: 60 feet
  • 0 Psi Points; 1 hr.

As an bonus action, you choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this discipline multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Alternatively, when you cast this discipline you can create fire, such as lighting a torch, lamp, or campfire. Flames can be produced and used in any way you see fit that does not cause direct harm to an object or creature. This includes the ability to keep warm in a cold environment.

Combustion
  • 1-9 Psi Points; conc., 1 min.

As an action, choose one creature or object you can see within 120 feet of you. The target must make a Constitution save. On a failed save, the target takes 1d10 fire damage per psi point spent, and it catches on fire, taking 1d6 fire damage at the end of each of its turns until your concentration ends or until it or a creature adjacent to it extinguishes the flames with an action. On a successful save, the target takes half as much damage and doesn’t catch on fire.

Rolling Flame
  • 3 Psi Points; conc., 1 min.

As an action, you create fire in a 20-foot-by-20-foot cube within 5 feet of you. The fire lasts until your concentration ends. Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage.

Detonation
  • 5 Psi Points.

As an action, you create a fiery explosion at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw, taking 7d6 fire damage and being knocked prone on a failed save, or half as much damage on a successful one.

Fire Form
  • 6 Psi Points; conc., 1 min.

As an action, you exude an extraordinary amount of heat and fire in a 15-foot radius. The heat and fire feel comforting and soothing to allies, but they cause great pain and anguish for your enemies. Any creatures of your choice that end their turn within range, must either attempt a Constitution saving throw, taking 3d6 fire damage and being pushed out of range on a failure, taking half as much damage on a success

Animate Fire
  • 7 Psi Points; conc., 1 hr.

As an action, you cause a fire elemental to appear in an unoccupied space you can see within 120 feet of you. The elemental lasts until your concentration ends, and it obeys your verbal commands. In combat, roll for its initiative, and choose its behavior during its turns. When this effect ends, the elemental disappears. See the Monster Manual for its stat block.

Electrokinetic Disciplines[edit]

Basic Lightning Discipline
  • Range: 60 feet
  • 0 Psi Points; 1 hr.

As an bonus action, you choose lightning that you can see within range and that fits within a 10 foot line. You affect it in one of the following ways:

  • You move the lightning around the area up to max distance of the spell.
  • You instantaneously discharge the lightning.
  • You double or halve the area of bright light and dim light cast by the lightning, change its color, or both. The change lasts for 2 hour.
  • You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the lightning and animate as you like. The shapes last for 2 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Lightning Strike
  • 1-9 Psi Points.

As an action, you gather lightning into your hand; the high concentration of electricity produces a sound reminiscent of many birds chirping. You rush to the target, attempting to shove your hand into the target’s chest. The targeting creature will have attack of opportunity with advantage, or disadvantage if it's wearing heavy or metal armor. Make a melee attack. On a hit, it takes 1d6 piercing and 4d8 lightning damage. You can expend additional psi point to deal an extra 1d8 lightning damage for every 1 additional psi points.

Hungry Lightning
  • 1-9 Psi Points.

As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw, with disadvantage if it’s wearing heavy or metal armor. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one.

Field of Lightning
  • 4 Psi Points; 1 min.

All hostile creatures in a 15-foot radius must succeed a Constitution saving throw. On a failure, they are restrained for 1 minute and take 3d8 as lightning damage. On a success, they take half as much damage and are not restrained. They may retry this saving throw at the end of each of their turns, no longer being restrained on a success.

Lightning Cloak
  • 4 Psi Points; conc., 1 min.

As a bonus action, you wrap your body in a layer of lightning which, instead of being used offensively, is used to electrically stimulate their nervous system. You gain a +3 bonus to AC. When a creature hits with a melee attack against you, it takes 1d8 lightning damage.

Lightning Leap
  • 5-9 Psi Points.

As an action, you let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability’s damage by 1d6 per additional psi point spent on it.

Wall of Thunder
  • 6 Psi Points; conc., 10 min.

As an action, you create a wall of thunder, at least one portion of which must be within 60 feet of you. The wall is 60 feet long, 15 feet high, and 1 foot thick. The wall lasts until your concentration ends. Every foot moved through the wall costs 1 extra foot of movement. When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone.

Thunder Clap
  • 7 Psi Points.

As an action, choose a point you can see within 60 feet of you. Lightning energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 8d6 lightning damage, and it is stunned until the end of your next turn. On a successful save, a target takes half as much damage.

Thunder God
  • 9 Psi Points; conc., 1 min.

As an action, you shape thunder clouds out of your psionic energy. As an action up to concentrating for 1 minute afterward or if you are under a natural storm, you can summon a lightning bolt anywhere within range. 100 hit points of creatures or objects in a 1000 ft. line extending upward (as per spells like Sleep) are reduced to 0 hit points. If there is any damage remaining after this, all creatures in a 30-foot radius of the point must attempt the Constitution saving throw, taking 12d6 lightning damage, or half as much on a success. After this is used, the storm clouds dissipate.

Clairvoyant Disciplines[edit]

By analyzing information around you, from subtle hints to seemingly disconnected facts, you learn to weave a string of probabilities in an instant that gives you extraordinary insights.

Assess Foe
  • 2 Psi Points.

As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.

Read Moods
  • 2 Psi Points.

As a bonus action, you learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.

Precognitive Hunch
  • 2 Psi Points; conc., 10 min.

As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a d4 and add it to the total.

View Aura
  • 3 Psi Points; conc., 1 hr.

As an action, you study one creature’s aura. Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

All-Around Sight
  • 3 Psi Points.

In response to an attack hitting you, you use your reaction to impose disadvantage on that attack roll, possibly causing it to miss.

Piercing Sight
  • 3 Psi Points; conc., 1 min.

As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. This sight lasts until your concentration ends.

Perceive the Unseen
  • 5 Psi Points; conc., 1 min.

As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Truesight
  • 5 Psi Points; conc., 1 min.

As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends.

Danger Sense
  • 5 Psi Points; conc., 8 hr.

As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.

Victory Before Battle
  • 7 Psi Points.

When you roll initiative, you can use this ability to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.

Duplication Disciplines[edit]

???
  • 6 Psi Points; conc., 10 min.
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  • 6 Psi Points; conc., 10 min.
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  • 6 Psi Points; conc., 10 min.
???
  • 6 Psi Points; conc., 10 min.
???
  • 6 Psi Points; conc., 10 min.

Sclerokinetic Disciplines[edit]

You transform your body to become a living metal, allowing you to shrug off attacks that would cripple weaker creatures.

Brute Strike
  • 1-5 Psi Points.

As a bonus action, you gain a bonus to your next damage roll against a target you hit with a melee attack during the current turn. The bonus equals +1d6 per psi point spent, and the bonus damage is the same type as the attack. If the attack has more than one damage type, you choose which one to use for the bonus damage.

Knock Back
  • 1-9 Psi Points.

When you hit a target with a melee attack, you can activate this ability as a reaction. The target must succeed on a Strength saving throw or be knocked 10 feet away from you per psi point spent. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per psi point spent.

Mighty Leap
  • 1-9 Psi Points.

As part of your movement, you jump in any direction up to 20 feet per psi point spent.

Iron Hide
  • 1-7 Psi Points.

As a reaction when you are hit by an attack, you gain a +1 bonus to AC for each psi point you spend on this ability. The bonus lasts until the end of your next turn. This bonus applies against the triggering attack.

Environmental Adaptation
  • 2 Psi Points.

As an action, you ignore the effects of extreme heat or cold (but not cold or fire damage) for the next hour.

Juggernaut
  • 3+ Psi Points.

As an action, you release your inner strength that greatly increase both your physical strength and psion consumption. While these are released, you gain the following until you have no psi points or end this effect as an free action:

  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • At the start of your turn, you regain 3 hit points.
  • You gain a +2 bonus to attack and damage rolls.
  • You lose 2 Psi Points at the end of each of your turns.
Adaptive Shield
  • 3 Psi Points.

When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage until the end of your next turn.

Feat of Strength
  • 4 Psi Points.

As a bonus action, you gain a +5 bonus to Strength checks until the end of your next turn.

Steel Hide
  • 4 Psi Points.

As a reaction, you gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

Iron Resistance
  • 7 Psi Points; conc., 1 hr.

As an action, you gain resistance to magical bludgeoning, piercing, or slashing damage (your choice), which lasts until your concentration ends.

Hypervelocity Disciplines[edit]

You channel psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Rapid Step
  • 1-9 Psi Points.

As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense
  • 2 Psi Points.

As a bonus action, you take the Dodge action.

Blur of Motion
  • 2 Psi Points.

As an action, you cause yourself to be Invisible during any of your movement during the current turn.

Surge of Speed
  • 2 Psi Points.

As a bonus action, you gain two benefits until the end of the current turn:

  • you don’t provoke opportunity attacks.
  • you have a climbing speed equal to your walking speed.
Surge of Action
  • 5 Psi Points.

As a bonus action, you can Dash or make two weapon attack.

Surge
  • 6 Psi Points; conc., 1 min.

Your perception of the world slows down as lightning surges through your body, enhancing your processing speed.

Your speed doubles, and you gain an additional action and bonus action, +1 AC, and advantage on Dexterity saving throws. When doing anything that isn't a Hypervelocity Discipline using the action given by Surge, roll a Concentration check. On a failure, the technique fails and Surge ends. A wave of lethargy sweeps over you as soon as the Surge ends: you are unable to move or take any actions until the end of your next turn. You also gain 2 levels of exhaustion.

Crowd Control
  • prerequisite: Surge.
  • 3 Psi Points

This technique requires Surge to be active.

As an action, you can target any creatures in a cone or radius the size of half of your current speed. Each creature of your choice in range must roll a Constitution saving throw. On a failure, they are hit by 3d8 force damage regardless of their AC. On a success, they take half damage.

Aftershock
  • prerequisite: Surge.
  • 6 Psi Points

This technique requires Surge to be active.

While Surge is active, you attack with such speed that you create sonic blasts. As long as Surge remains active, your unarmed strikes deal thunder damage and deal half as much damage on a miss.

10,000 Step Combo
  • prerequisite: Surge.
  • 6 Psi Points

This technique requires Surge to be active.

While Surge is active, you move at blinding speeds, kicking off of walls and striking your opponents at any given time. As long as Surge remains active, you may make 1 additional reaction, may make attacks of opportunity as a bonus action during or outside of your turn, and may make attacks of opportunity when your movement causes a creature to move outside of your reach.

Superstorm
  • prerequisite: Surge.
  • 9 Psi Points; concentration.

This technique requires Surge to be active.

As an action, you summon a super storm concentrated in a 40 foot radius that follows you for 1 minute.

Creatures of your choice inside the super storm have their movement speed halved and must roll a Constitution saving throw at the start of each turn they spend inside the super storm. On a failure, they suffer a level of exhaustion.

While this is active, you can concentrate on both Surge and Swift Release: Superstorm and must roll the concentration saving throws independently of each other.

Teleportation Disciplines[edit]

Step of a Dozen Paces
  • 1-9 Psi Points.

If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn.

Nomadic Anchor
  • 1 Psi Points.

As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. For the next 8 hours, whenever you use this psionic discipline to teleport, you can instead teleport to the anchor, even if you can’t see it, but it must be within range of the teleportation ability.

Defensive Step
  • 2 Psi Points.

When you are hit by an attack, you can use your reaction to gain a +4 bonus to AC against that attack, possibly turning it into a miss. You then teleport up to 10 feet to an unoccupied space you can see.

There and Back Again
  • 2 Psi Points.

As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Transposition
  • 3 Psi Points.

If you haven’t moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space.

Baleful Transposition
  • 6 Psi Points.

As an action, choose one creature you can see within 120 feet of you. That creature must make a Wisdom saving throw. On a failed save, you and that creature teleport, swapping places. This ability fails and is wasted if either of you can’t fit in the destination space.

Phantom Caravan
  • 5 Psi Points.

As an action, you and up to six willing creatures of your choice that you can see within 60 feet of you teleport up to 1 mile to a spot you can see or you have viewed within the past 24 hours. If there isn’t an open space for all the targets to occupy at the arrival point, this ability fails and is wasted.

Nomad’s Gate
  • 7 Psi Points; conc., 1 hr.

As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. You create an identical cube at any point of your choice within 10 (kilometers) that you have viewed within the past 24 hours. Until your concentration ends, anyone entering one of the cubes immediately teleports to the other one, appearing in an unoccupied space next to it. The teleportation fails if there is no space for the creature to appear in.

Invisibility Disciplines[edit]

Chameleon
  • 2 Psi Points.

As an action, you can attempt to hide even if you fail to meet the requirements needed to do so. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding.

Step from Sight
  • 3 Psi Points; conc., 10 min.

As a bonus action, cloak yourself from sight. You can target one additional creature for every additional psi point you spend on this ability. The added targets must be visible to you and within 60 feet of you. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability.

Enduring Invisibility
  • 7 Psi Points; conc., 1 min.

As a bonus action, you turn invisible and remain so until your concentration ends.

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  • ??? Psi Points.
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  • ??? Psi Points.
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  • ??? Psi Points.



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