Soul Archer (5e Subclass)

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Soul Archer[edit]

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soul Archer strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soul Archer as a spy.


Psionic Power

3rd-level Soul Archer feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Psionic Energy dice.

Psi-Bolstered Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.

Psychic Whispers. You can communicate telepathically with any creature you can see within 120 feet of you. If it understands at least one language, it can respond to you telepathically. Also, you can establish this telepathic communication between yourself and others for a long range. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.

Psychic Touch. Your psionic power allows you to move things with your mind, granting you the following benefits: You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. You can use the bonus action granted by your Cunning Action to control the hand. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet (60 feet if its range has been increased) of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.


Psychic Bow

3rd-level Soul Archer feature

At 3rd level, you can manifest your psionic power as a shimmering longbow of psychic energy. Whenever you take the Attack action, you can manifest a psychic longbow in your hands and make an attack with it. This magical weapon is a simple ranged weapon with the light and two-handed properties. It has a normal range of 150 feet and a long range of 600 feet. On a hit, the attack deals psychic damage equal to 1d8 plus the ability modifier you used for the attack roll. The bow and its arrow vanish immediately after the attack hits or misses, leaving no mark on the target if it deals damage.

After you make an attack with the psychic bow, you can create a new arrow and make an additional ranged attack as a bonus action on the same turn. The damage die of this bonus attack is 1d6 instead of 1d8


Soul Bow

9th-level Soul Archer feature

Starting at 9th level, your Psychic Bow becomes a true manifestation of your psi-suffused soul, granting you the following abilities that use your Psionic Energy dice:

Homing Shot If you make an attack roll with your Psychic Bow and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.

Psychic Teleportation As a bonus action, you manifest an arrow from your Psychic Bow, expend one Psionic Energy die, and fire it at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the arrow vanishes immediately after.

Piercing Soul. Your Psychic Bow ignore resistance to psychic damage and treat immunity to it as resistance instead.


Psychic Veil

13th-level Soul Archer feature

At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.


Rend Mind

17th-level Soul Archer feature

When you reach 17th level, you can unleash the power of your Psychic Bow to pierce directly into a creature's mind. When you use your Psychic Bow to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.


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