Wednesday, July 16, 2014

Psionicist Class for D&D 5E

The Psionicist

CLASS FEATURES
As a psionicist, you gain the following class features.

HIT POINTS

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

PROFICIENCES

Armor: Light armor, shields
Weapons: Simple weapons, flail, longsword, short sword, hand crossbow, heavy crossbow
Tools: Artisan tool of your choice
Saving Throws: Charisma and Wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Arcana, Insight, Persuasion, Perception, and Stealth

EQUIPMENT

You star wight the following equipment, in addition to the equipment granted by your background:
•  (a) studded leather or (b) leather and a light crossbow with 20 bolts
•  (a) a longsword or (b) two simple weapons
•  (a) a hand crossbow and 20 bolts or (b) two daggers
•  (a) an explorer's pack  or (b) a scholar's pack





The Psionicist

               Proficiency
Level          Bonus          Features
 1st                +2              Psionic Gift, Inspired
 2nd               +2              Mettle
 3rd                +2              Psionic Path
 4th                +2              Ability Score Improvement
 5th                +3              Power Point
 6th                +3              Ability Score Improvement
 7th                +3              Psionic Path Feature
 8th                +3              Ability Score Improvement
 9th                +4              Precognition
10th               +4              Psionic Path Feature
11th               +4              Power Point (2)
12th               +4              Ability Score Improvement
13th               +4              Precognition (two uses)
14th               +5              Ability Score Improvement
15th               +5              Psionic Path Feature
16th               +5              Ability Score Improvement
17th               +6              Mettle  (two uses), Precognition (three uses)
18th               +6              Psionic Path Feature
19th               +6              Ability Score Feature
20th               +6              Power Point (3)


PSIONIC GIFT

You were born with either telekinesis or telepathy.

TELEKINESIS
All melee weapons you wield have a reach of an additional 10 feet.

TELEPATHY
You can mentally communicate with any creature you can see within 30 feet of you.  You do not need to share a language with the creature for it to understand your mental communications, but it must be able to speak at least one language.

INSPIRED

Whenever you finish a long rest you have a minimum of one inspiration point.  If you already had at least one inspiration point, you do not gain another.

ATAVISM

Starting at 2nd level, you may make treat any ability check, attack roll or saving throw as if you are proficient in it.
     Once you use this feature you must finish a long rest before using it again.  You can use this feature twice between long rests starting at 17th level.

PSIONIC PATH

At 3rd level, you choose a path of training to utilize and shape your psionic gifts.  Your path grants you features at 3rd level and again at 7th, 10th, 15, and 18 level.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

POWER POINT

Beginning at 5th level, you can spend a power point whenever you succeed on an attack roll or your opponent fails a saving throw against one of your psionic gifts.  A power point adds 5 x your proficiency bonus to the damage of your weapon or psionic gift.
     The number of power points increases to two when you reach 11th level in this class and to four when your reach 20th level in this class.  You can use this feature twice between long rests starting at 11th level and three time between long rests starting at 20th level.

PRECOGNITION

Beginning at 9th Level, you me give a creature disadvantage on their attack roll against your.
     Once you use this feature you must finish a long rest before using it again.  You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

PSIONIC PATH

Telekinetic


TELEKINETIC STRIKE

Beginning when you choose this path at Level 3, you gain +1 to hit when your throw a weapon (range of 30/90 feet), also it returns to you at the beginning of your next turn.

INTELLECT FORTRESS

Starting at 7th Level you gain a +2 bonus to Dexterity and Strength saving throws.

PSYCLONE
Starting at 10th Level you may telekinetically have a light weapon orbit your body and automatically inflict slashing damage equal to your proficiency bonus to any creature within 5 feet of you.

TELEKINETIC ASSAULT
Starting at 15th Level when you throw a weapon you may attack each creature in a 60-foot cone and your weapon will return to you at the start of your next turn.

MIND OVER MATTER
Starting at 18th Level as a bonus action, you may use your telekinesis to make an extra melee attack, but you add your Wisdom modifier to the attack and damage roll, instead of Strength or Dexterity.



TELEPATHY


EGO WHIP

Beginning when you choose this path at Level 3, you gan the telepathic ability to mentally attack a creature.  A creature within 120 feet must make successful Wisdom save vs a DC of 8 + twice your proficiency bonus or take 1d8 psychic damage and can't take bonus action until the end of it's next turn.  The gift's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

CLAIRVOYANCE

Starting at 7th Level you gain a +2 bonus to your AC and any Insight, Investigation or Perception checks you make.

TOWER OF IRON WILL
Starting at 10th Level you gain advantage on all Wisdom saving throws.

EGO BLAST
Starting at 15th Level any creature in a 60 foot cone feet must make successful Wisdom save vs a DC of 8 + twice your proficiency bonus or take 3d10 psychic damage on a failed save or half as much damage on a successful one. 

MIND CONTROL
Starting at 18th Level a creature within 30 feet must make successful Wisdom save vs a DC of 8 + twice your proficiency bonus or become charmed (can't attack the charmer or target the charmer with harmful abilities or magical effects; the charmer has advantage on any ability checks to interact socially with the creature, even with telepathy).  Mind Control requires your concentration.





















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