Psychic (5e Class)
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
Level | Proficiency Bonus | Features | Telekinesis Damage | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Unlocked Telekinesis, Spellcasting | 1d4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Strong Will, Mind Touch, Psychic Specialty | 1d4 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | None Can Hide | 1d4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 1d4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 1d6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Arcane Mind, Psychic Specialty Feature | 1d6 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 1d6 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 1d6 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 1d6 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Indomitable Mind, Psychic Specialty Feature | 1d6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 1d8 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 1d8 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 1d8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Evolved Intellect, Psychic Specialty Feature | 1d8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Indomitable Mind Improvement | 1d8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 1d8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 1d10 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Mental Disruption | 1d10 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 1d10 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Ultimate Mind | 1d10 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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
- Blink
- Counterspell
- Clairvoyance
- Dispel Magic
- Fear
- Fly
- Hypnotic Pattern
- Major Image
- Protection from Energy
- Sending
- Slow
- Tongues
- Water Walk
- Psybeam
- PsyBlast
- Psyche Drain
- Mind Wipe
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
- Chain Lightning
- Disintegrate
- True Seeing
- Mass Mind Wipe
- Magic Jar
7th Level
- Forcecage
- Project Image
- Reverse Gravity
- Teleport
- Extrasensory Strike (5e Spell)
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
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