Psychic (5e Class)

This page is incomplete and/or lacking flavor. Reason: Incomplete. This class has minimum fluff, and it is missing subclasses, and questions about creating a psychic.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

This page is of questionable balance. Reason: This class has improper saving throw DC's full spellcasting table not in the class features template, full spellcasting classes largely shouldn't have features when they gain a spell slot(which this class seems to ignore), ability score damage, and a number of powerful features (Mind Over Matter, Mindsight, Dominate Mind, and most others). See Class Do's and Don'ts (5e Guideline).


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

This page needs grammatical help. Reason: This class has several unclear features. See Help:When to Italicize and Capitalize as well.


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Psychic

You have wanted to mess with people's minds, but just being a wizard wasn't your forte. You sought to expand upon what your mind could do, especially to others. Whether it was charming others to get them to do what you'd like, dominating others to demand they do as you tell them to, or messing with objects to

Creating a Psychic

A psychic is meant to mess with people's minds. Think of this like if the enchantment wizard subclass was a full class on its own.

Quick Build

You can make a Psychic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom and Charisma. Second, choose the Sage background.

Class Features

As a Psychic you gain the following class features.

Hit Points

Hit Dice: 1d6 per Psychic level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Psychic level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Perception, and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dungeoneer's pack or or (b) an explorer's pack
  • (a) an arcane focus or (b) a component pouch
  • (a) a quarterstaff or (b) a dagger

Table: The Psychic

LevelProficiency
Bonus
FeaturesTelekinesis Damage—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Unlocked Telekinesis, Spellcasting1d42
2nd+2Strong Will, Mind Touch, Psychic Specialty1d43
3rd+2None Can Hide1d442
4th+2Ability Score Improvement1d443
5th+31d6432
6th+3Arcane Mind, Psychic Specialty Feature1d6433
7th+31d64331
8th+3Ability Score Improvement1d64332
9th+41d643331
10th+4Indomitable Mind, Psychic Specialty Feature1d643332
11th+41d8433321
12th+4Ability Score Improvement1d8433321
13th+51d84333211
14th+5Evolved Intellect, Psychic Specialty Feature1d84333211
15th+5Indomitable Mind Improvement1d843332111
16th+5Ability Score Improvement1d843332111
17th+61d10433321111
18th+6Mental Disruption1d10433331111
19th+6Ability Score Improvement1d10433332111
20th+6Ultimate Mind1d10433332211

Mind Power

Through long years of training and rigorous exercise, or a descent from psychic parent or ancestor, your mind has progressed far beyond normal limitations. It has become a potent weapon that can be used in a variety of ways. Whenever any kind of Strength check or saving throw is required, you can choose to add your Intelligence modifier to your roll. You must have access to your Unlocked Telekinesis feature to be able to use Mind Power. If your mind is silenced or for some other reason you have lost access to your telekinetic abilities you will not gain the benefits of Mind Power.


Mind Power Ability

Intelligence attribute can be used for your telekinetic abilities, since your power revolves around your ability to control your mind. In addition, you use your Intelligence modifier when setting the saving throw DC for a psychic ability you cast and when making an attack roll with one.

Mind save DC = 8 + your proficiency bonus + your Intelligence modifier

Mind attack modifier = your proficiency bonus + your Intelligence modifier

Unarmored Defense

Knowledge is power quite literally with Psychics, your mind can react faster and deflect projectiles absentmindedly. You gain an unarmored defense equal to 10 + your Intelligence & Wisdom modifier. This cannot be used in conjunction with shields.

Spellcasting


As a Psychic your powers can be manifested through the use of spells although it will be limited how many spells you may contain in a given day. You have an advanced intellect meaning you need to prepare spells as if you were a Wizard but you can learn magic inherently like a sorcerer. The spells you can prepare for each day are shown below:

Prepared Spells = Psychic Level + Intelligence modifier.

The spells you prepare can be changed upon a long rest and any new spells you wish to learn upon leveling up can be added during a long rest to your spell list.

At 1st level, you know four cantrips of your choice from the Psychic spell list (Below). You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psychic table.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Psychic spell list. The Spells Known column of the Psychic table shows when you learn more spells of your choice. 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 Psychic spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since the power of your spells relies on your mental ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your spells.

Unlocked Telekinesis

At 1st level, you gain the Unlocked Telekinesis ability, which you can use at will with an action, to a range of 60 feet. You can use this ability to lift, hold, catch or throw any amount of mass up to your weight limit (detailed below), and move it with a bonus action to a maximum of 30 feet per object per turn. This does not include yourself due to your body's natural resistance to psychic powers. The range increases to 40 feet at 12th level, and 50 feet at 18th level. You may also drop objects or creatures as an additional bonus action. You can keep any number of objects under your control (within your weight limit) but can only grab or catch one additional object or creature per turn (every 6 seconds). As long as you concentrate within range, any held objects maintain their position. Any creature attempting to move such an object must make a Strength check against your Intelligence saving throw. You may also use this ability to grapple any creature that doesn't exceed your weight limit (using your mind save DC), which on a success allows you to move the creature at will for as long as it is grappled. All direct effects are considered magical for the purpose of damage resistance, but not in any other respect. You use your intelligence modifier to make the attack roll.

The following options apply to attacks:

You may use your telekinesis to attack directly. Roll a d20 and add your mind attack modifier. On a hit, this deals psychic or force damage (your choice) equal to the amount shown in the Telekinesis Damage column of the psychic table plus your intelligence modifier (since you are using the strength of your mind to attack).

Alternatively, you may instead attack using any one item you are currently holding in the air, making an attack for each time you move it into or through a target creature's space. Ending a turn with an item in a creature's space forces you to let go of the item. This attack deals bludgeoning, slashing or piercing damage (whichever is appropriate) equal to your telekinesis damage x weight of the object divided by 100.

Other actions to be taken with this ability are limited mostly by your imagination, but your mental prowess limits you as well. You can affect up to 300 pounds, increased by 150 when you reach 4th level (450 pounds), 7th level (600 pounds), 11th level (750 pounds), 14th level (900 pounds), 17th level (1050 pounds), and 20th level (1200). Any creature or object over this weight limit cannot be affected but can still be hit by your raw telekinetic blast. You may choose instead to increase your weight limit by 100 lbs, incurring 1 point of exhaustion for each 100 lb increase. The increase lasts until you take a long rest, at which time your exhaustion level is also reset.

Starting at 14th level, you can use your reaction to catch a falling object or creature with your telekinesis, dropping other objects of your choice if necessary.

Strong Will

At 2nd level, your mind's innate psychic abilities are unlocked. You gain resistance to psychic damage.

Mind Touch

Starting at 2nd level you can touch the minds of nearby creatures. This lets you communicate telepathically with any creature you can see within 30 feet. It automatically understands you and can respond if it speaks at least one language.

You can use your action to listen to the current thoughts of a creature unless it is immune to psychic abilities. The creature can attempt a Wisdom check to realize you are listening to its mind. The DC starts at 15 + 1/2 your Intelligence modifier (rounded down) and decreases by 1 with each use. This resets after a long rest. Example, if you were to use this and have an Intelligence of 16, the DC the creature would have to overcome with it's Wisdom save would be 16 (15 + 1/2 of 3 rounded down)

Psychic Specialty

At 2nd level, you hone your psychic powers towards charming or dominating creatures, or controlling objects. You gain additional features at 6th, 10th, and 14th levels.

None Can Hide

At 3rd level, you can use your action to glean details from the mind of a creature you can see.

For one minute you gain advantage on perception and investigation checks to track and look for creatures. You also gain the ability to see the psychic aura of invisible creatures within 15 feet of you. You must maintain your concentration for the duration, as though it were a spell. You cannot track or see the psychic aura of undead or constructs, or creatures with an Intelligence of 3 or lower.

You can use this feature twice. When you finish a long rest, you regain your uses of this feature.

Ability Score Increase

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.


Arcane Mind

At 6th level, you can use an action to copy a spell from a non hostile or unconscious creature within the range of your telepathy, you can cast the spells as if they are in your spell list. You can copy up to 3 in this way before you have to swap spells for others.

Indomitable Mind

At 10th level, you gain advantage on saving throws against fears and charms. At 15th level, you cannot be charmed or frightened, and you have advantage on saving throws against being stunned or paralyzed.

Evolved Intellect

At 14th level you can choose a specific aspect of your psychic abilities to increase.

Telepathy

Your telepathy increases to 60ft, and you can double your range if you use an action for a number of rounds equal to your intelligence modifier.

Accuracy

You can add 1/2 of your Intelligence modifier (rounded up) to your psychic attack rolls.

Mental Disruption

At 18th level you become immune to psychic damage. You also put off a 10 ft aura of telekinetic energy, any creature of size large or smaller must make a strength save against your intelligence upon entering the aura. On a failed save the creature takes 1d8 force damage and is knocked prone at the border of your aura where it entered, on a successful save the creature will take no damage and not be knocked prone.

Ultimate Mind

At 20th level, your mind has become a nigh unstoppable force, granting you unbelievable power. Few can withstand the overwhelming strength of your mental barrages.

Strength of Mind

Your Intelligence ability score increases by 4, the new maximum for your Intelligence is 24.

Supreme Domination

Your Dominate Beast, Person, and Monster spells can be cast without requiring concentration. If you decide to cast them with concentration, the duration is changed to 10 minutes.


Charmer

You have decided to focus in on charming others for your ends, encouraging them to follow you.

At 2nd level, whenever you cast a charm spell, you can have the target of your charm subtract your intelligence modifier from its saving throw. You may do this once per completed long rest.


Dominator

You have decided to focus in on taking full control over others, overriding their free will for your own interests.

At 2nd level, whenever you cast a charm spell, you can have the target be under your control for half the duration of the original spell. For example, if you cast charm person and use this trait, you can dominate them for 30 minutes.


Telekinetic

You have decided to focus in on


Psychic Spell List

Cantrips
  • Friends
  • Guidance
  • Mage Hand (is invisible for Psychics and considered a Psychic spell)
  • Message
  • Minor Illusion (can be used in the minds of other people)
  • Prestidigitation
  • True Strike
  • Psionbolt
  • Psychokinesis
1st Level
  • Charm Person
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Detect Magic
  • Featherfall
  • Floating Disk (is invisible for Psychics)
  • Heroism
  • Identify
  • Illusory Script
  • Jump
  • Shield
  • Silent Image
  • Sleep
  • Tasha’s Hideous Laughter
  • Thunderwave
  • Witch Bolt
  • Psionova
  • Mind Blast
  • Guiding Bolt
  • Mind Spike
2nd Level
  • Aid
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Lesser Restoration
  • Detect Thoughts
  • Enthrall
  • Hold Person
  • Levitate
  • Mirror Image
  • Phantasmal Force
  • See Invisibility
  • Shatter
  • Silence
  • Zone of Truth
  • Concuss
  • Psydarts
  • Psionic Ward (5e Spell)

3rd Level

4th Level

  • Compulsion
  • Confusion
  • Dimension Door
  • Hallucinatory Terrain
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
  • Rend


5th Level

  • Animate Objects
  • Bigby’s Hand
  • Dream
  • Geas
  • Dominate Person
  • Legend Lore
  • Mislead
  • Modify Memory
  • Permanency (5e Spell)
  • Reincarnate
  • Scrying
  • Telekinesis
  • Teleportation Circle
  • Wall of Force

6th Level

7th Level

8th Level

  • Dominate Monster
  • Feeblemind
  • Glibness
  • Telepathy
  • Mind Blank
  • Substitution

9th Level

  • Create Thrall (PHB 110) # of Thralls = (1/2 Int mod)
  • Imprisonment
  • Psychic Scream
  • Time Stop
  • Weird
  • Wish

Multiclassing

Prerequisites. To qualify for multiclassing into the psychic class, you must meet these prerequisites: Intelligence 13.

Proficiencies. When you multiclass into the psychic class, you gain the following proficiencies: None



Back to Main Page 5e Homebrew Classes

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.