Shielded Mind (5e Subclass)
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shielded mind[edit]
Psion Subclass
You have a strong mind and could use it to mentally attack your foes and destroy them from the inside out, or you could help yourself and teammates... You've spent your time experimenting and meditating on how to keep your mind and buddy sharp enough to protect its self and others.
- shielded offense
You've learned how to use your shield to protect yourself in more ways then one. Starting at level 1 you gain proficiency in shields. Your shield attacks are no longer counted at improvised weapons and are now a 1d6 + int mod (for the reasons of using your mind to arrack not your muscles). However, you can no longer use another weapon while using sheilds. You may use your other hand as an offhand attack but this is done with no moddifirers as normal unless you have a feat that says otherwise. The damage of your shield levels up according to when you get your next subclass feature. For example, at level one it's 1d6, at level 6, when you gain another feature, this becomes 1d8, level 11 1d10, (or 2d6, your choice) and level 17, 1d12.
- Mind wall
You've adapted your mind to be stronger than the rest, and how to engrave it to your equipment to better your function and those around you. Beginning at level 6 you gain resistance to psychic damage. Your AC from shields increases by +1 (making it +3) Additionally, when an ally is within 5feet of you, they gain resistance to psychic damage and +1 to their AC. Your shield now glows a slight magical aura, representing the extra AC from your mind.
- Mentally reinforced
Your mind has hardened, a locked gate only you have the key to. Beginning at level 11, you're immune to sleep, magical fear, and charms. You also roll advantage on insight roll and intimidation checks made on you are done with disadvantage. Anyone who attempts to enter your mind without permission must make a Int save against your spell DC or take 8 (1d12+int mod) force damage and be kicked out of your mind. If they succeed the check they are safe for up to one min then after every 12 sec, (or full round of turns) they take 1d6+int mod damage until they leave your mind.
- Mind over matter
Your mind is stronger than all those who apose you. You laugh at mind flyers and even dragons have their weaknesses... Starting at level 17, you are immune to fear, as nothing is scarier than a strong mind at work. Your mind is able to anticipate incoming moves in the blink of an eye, you gain +2 to your Dex mod to a max of 22, additionally, your mind wall aura is now 15 feet instead of 5, and you, and those inside it gain advantage on Dex saves and checks. Additionally, you are immune to psychic damage, however this does not carry to your mind wall aura. Anyone attempting to enter your mind roll with disadvantage, if the save is failed the damage is 13 (2d10+int mod). You gain message, charm person, suggestion, sleep, charm monster, enthral, and command at will at 9th level spell slot. You gain the ability to use dominant beast, dominate person, mass suggestion, and power word kill once per long rest at the minimum level they are given at. None of these spells require any components incident verbal or somatic.
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