Psy-Kid (5e Class)
This class References "The Disasterous Life of Saiki K".
Psy-Kid
Psychics =/= Magic
These Psychics are not magic. They are using their own mental ability and not calling apon the weave to produce the effects, nor are they calling apon a higher being for these powers. They are like sorcerers in the fact that they have these powers but the powers are not spells, though they can be used to produce the same effects. They are manipulating the world and its base elements as they see fit and not producing effects granted by another being. No one knows why they have these powers by they have powers nonetheless.
Creating a Psy-Kid
- Quick Build
You can make a Psy-Kid quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose Power limiters if you are a Natural, a crystal ball if you are a fortune-teller or if you're a spirit medium grab the medium's Guide
Class Features
As a Psy-Kid you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Psy-Kid level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Psy-Kid level after 1st
- Proficiencies
Armor: Light,Shields
Weapons: Improvised,Simple
Tools: None
Saving Throws: Wisdom,Dexterity
Skills: Choose three of the follow: athletics, acrobatics, knowledge: arcana, knowledge: planes, knowledge local, use magic device, perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- student's uniform or (c) one tool worth 30 gp or less
- (a) Crystal Ball or (b) Medium's Guide or (c) Power Limiters
- If you are using starting wealth, you have 4d4*10 and One of piece of technology. in funds.
Level | Proficiency Bonus | Psy-Die | Features |
---|---|---|---|
1st | +2 | 0 | Psychic Specialty, Deal Maker, Psychic Protection |
2nd | +2 | 6 | Psychic Attack, Psy-Die |
3rd | +2 | 6 | Psychic Specialty Ability |
4th | +2 | 6 | Ability Score Improvement |
5th | +3 | 8 | Psychic Specialty Ability |
6th | +3 | 8 | — |
7th | +3 | 8 | Psychic Specialty Ability |
8th | +3 | 8 | Ability Score Improvement |
9th | +4 | 12 | Psychic Specialty Ability |
10th | +4 | 12 | — |
11th | +4 | 12 | — |
12th | +4 | 12 | Ability Score Improvement |
13th | +5 | 16 | — |
14th | +5 | 16 | Psychic Specialty Ability |
15th | +5 | 16 | — |
16th | +5 | 16 | Ability Score Improvement |
17th | +6 | 20 | — |
18th | +6 | 20 | — |
19th | +6 | 24 | Ability Score Improvement |
20th | +6 | 24 | Psychic Specialty Ability |
Deal Maker
At level 1, you must choose one item that your character cannot resist and if offered or used as a bargaining chip you are willing to give in so long as it doesn't compromise your core principals
Psychic Protection
At level 1, your AC is equal to your 8 + Intelligence Modifier + Dexterity Modifier.
Psychic Specialty
At level 1, You may choose a subclass between the Fortune Teller, The Natural, and The Spirit Medium. You Gain abilities from this subclass at level 1, Level 3, Level 5, Level 7, Level 9, Level 14, and Level 20.
Psychic Attack
At level 2, On your turn you can use the attack action to strike with psychic force. This attack deals 1d6 and you add your Intelligence modifier and Proficiency bonus to hit. The damage increases to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17. The Attack's Range is 120 feet and it is considered both ranged and melee, This attack can deal either Magical Piercing, Slashing, or Bludgeoning, and the damage type may be changed once per short rest.
Psy-Die
At level 2, You gain a pool of d8s that you can use on Attack and damage rolls. You may add the number you roll on the d8's either before or after the dice are rolled but they must be added before the effects take place. You regain these dice on completing a long rest or a number equal to your proficiency bonus on completing a short rest once per long rest.
Ability Score Improvement
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.
The Natural
Your Powers Manifest as a variety of things that allow you to control people and the world around you. Your Power however can be a hassle when other people know about them, and losing your power limiters will result in catastrophic results. 1 3 5 7 9 14 20
- Checks and Balances
At level 1, If you do not have your power limiters in you lose control of your powers and can easily kill someone with a single twitch, however if you go full force against an opponent and remove your power limiters you will go unconscious for 1d12 days. Each time you take a long rest with no power limiters you roll a d4 and either ...
Number | Effect |
---|---|
1 | Cause the area within 30-foot of you to explode dealing 4d100 damage to every nonliving target |
2 | Cause one person in a 60-foot radius to be apported with another person of equal level |
3 | Cause yourself and everything in a 30-foot radius to jump forward in time 1d4 years |
4 | Cause yourself to have 1d12 removed from your hit point maximum until a 6th level remove curse, 6th level greater restoration, or a wish is cast on you. This cannot reduce you to zero and will leave you at one hit point instead after it leaves you with one Hit point it will remove 1d4 objects from your possession. |
'When Knocked unconscious or Forcibly put to sleep this does not take effect'
- Apport and Hover
At level 1, you gain the ability to hover slightly off of the ground but not fly making you immune to difficult terrain effects if you stand still and float and you may apport objects. Apporting an object means that you can change the places of two objects so long as they are within 10% of the price of each other. for example if something costs 1 gold you can exchange either 9 silver or 11 silver in order to acquire the object, beware when you apport an object like this the items take the exact location of each other.
- Elementokinesis
At 3rd level you gain the ability of Shape Water, Mold Earth, Control Flame, and Gust as Natural Abilities. Additionally at 6th level you gain the ability to cast Create/Destroy Water, the various wall of ____ Spells along with Wind Wall. To cast these spells in this way you must expend Psi-Die equal to half the spell's level rounded up.
- Telepathy and Teleportation
At level 5, You may use Telepathy in the following ways. However you are unable to turn your telepathy off and can hear everyone's thoughts in a 50ft radius, it sounds constantly like a muddled mess but if you roll an Intelligence(Investigation) check you may try to zero in on one persons thoughts for up to as many hours as your proficiency bonus. If you do not have your power limiters in you can possibly kill someone with this power by overloading their brain
Power Name | Effect |
---|---|
Concioncous Call | The ability which telepathically speaks of the crime on the doer to stimulate guilt. |
Bedtime | The ability that sends a lullaby to the opponent's brain to put them to sleep however this may differ to whom it was used. |
Newscaster | A pseudo "foreboding" that feeds telepathic advice or call for help. |
Relationship Score | The ability to quantify the favorability using telepathy. Relationships and human's nature significantly changes it. |
Forboding | The ability to telepathy to plant an idea/sense of foreboding in someone's head. |
Foced Telepathy | The ability to forcefully relay feelings/thoughts from one to another. Up to as many People as your proficiency bonus can have this effect active at a time |
Immediate Telepathy | The ability to give others visual information with audio via touch. |
Subconscious | An ability which is a bit similar to that of Angel Whisper but only one word |
Telepathic broadcast | Sending a big load of 'thoughts' to other people but significantly interferes with thinking. |
Teleportation: Additionally as a bonus action on your turn you may teleport 15ft in any direction and my spend Psy-Die to increase the range by 15 feet for every die spent. You may spend as many as your intelligence modifier at a time. However you can only add dice once every three minutes. Without your power limiters this power allows you to teleport anywhere in the world once and then back again three minutes later. After doing that you collapse from exhaustion
- Grab Bag
At level 7, You gain the abilities of Telekinesis, Psychometry, Invisibility, X-Ray Vision, and Thoughtography
- Telekinesis: allows you to use the spell catapult at its first level as a natural ability and you may add Psy-Die to increase the effect of the spell as if cast with a higher-level spell slot. Additionally you may use the spell mage hand with no verbal or somatic components. At level 9, you may use the spell telekinesis at will without verbal or somatic components and lose the ability to use mage hand in this way.
- Thoughtography: While Holding any Piece of paper it allows you to create images that you can visualize.
- Psychometry: You can see into the past of any object when touching them however if you are not wearing gloves this power is always on. If you touch another person you gain their senses as long as you hold onto them(including magical senses such as True Sight and Magical Darkvision)
- Invisibility: You can turn invisible at will however if any person touches you, 10 minutes pass, or you dismiss the effect without using an action, you lose invisibility.
- X-Ray Vision: You can see through all objects if you stare for long enough, after 10 seconds you see through someone's clothes, after 30 seconds you can see through someone's skin, and after 1 minute you can see their bones. This power does not turn off.
- Shapeshifting
At 9th level you gain the ability to change gender at will and can change into any animal you've seen previously along, However turning into a non-humanoid makes it hard for your power limiters to operate and thus you gain a bonus to attack and damage equal to your proficiency bonus. Additionally it takes 2 hours do change anything other than your gender and hair-style. Additionally, you may reduce your self to a tiny size and this effect takes one hour to wear off and to grow to Large, giant, or huge size you would need 3 hours for large, 6 hours for giant, and 12 hours for huge
- Restoration, Super Strength and Flight
At level 14 you gain the ability to return any object or person to a state they were in at most 24 hours ago this requires an action and cannot revive the dead nor can it undo petrification and it may only be used once per target. Additionally gain expertise in Athletics and gain a +2 to your Strength score. Without your power limiters, this becomes a +20 and is incredibly destructive beware touching someone has a high probability of launching them into space. Furthermore, you gain a Fly speed equal to your walking speed.
- Grab Bag 2
At level 20 you gain the following powers: Astral Pojection, Clairvoyance, Curse, Memory Alteration and Time Travel.
- Astral Projection: You can cast astral projection at will and you can possess bodies temporally. This ability lasts for
- Curse: You can curse one creature and the curse will come true within 24 hours the curse can manifest as anything (Lose your wallet, All of your blood will seep out of your pores, you will stub your toe 15 times, etc.)
- Memory Alteration:You may alter peoples memories when you strike them with a blunt object, however, if you want to erase a memory you cannot control how the memory is altered or erased. Like if you erase the memory of an embarrassing turn of phrase then the person may fill in the blank in their memory however he chooses.
- Time Travel: You may travel to any point in time however in battle you can choose to travel to the start or the end but you cannot travel to a point in the middle of a battle from a point in the middle of a battle.
The Fortune-Teller
Your powers allow you to see People's Auras and see lost things. Eventually, you will be able to alter the waves of fate but there are always consequences for meddling. 1 3 5 7 9 14 20
- Luck's Wave
At the 1st level in this class you have 3 Fortune points to use. These points may be used to force a creature to reroll an attack, saving throw, or ability check. However upon using this fortune pointing the outcome that is favorable to you or your allies your next d20 roll is determined by a d10(as if it were the d20) and if a negative outcome to you or your allies your next d20 roll becomes a natural 20.
- Bloodhound Senses
At the 3rd Level in this class you gain the ability to find lost things that you have seen before. If you have seen the object before you can see the object's location and are can choose to project a map in your crystal ball that others you allow can use.
- Aura Sight
At 5th level, You can see peoples auras and get a general reading on their past and present. As a result of your sight, people who lie often are very easily exposed. You gain Expertise in Wisdom(Insight) checks and you can see if someone is marked for death, and So long as they have the mark the world will use any number of events to kill the target. However people aura's size is dictated by their power, a level 1 character or a commoner would have a faint small aura, but a level 20 character has an aura of 60 feet, However, if they are made aware of their aura they may turn it on or off at will. A stronger Aura overwhelms other smaller auras.
Color | Meaning |
---|---|
Red | Passion, Rage, Love, Courage |
Orange | Sexuality, Pride, Freedom, Fun |
Yellow | Joy, Energy, Deceit, Sickness |
Green | Healing, Growth, Ambition, Greed |
Blue | Faith, Intelligence, Trust, Loyalty |
Violet | Wisdom, Magic, Extravagance, Mystery |
Gold | Illumination, Love, Wealth, Vanity |
Brown | Reliability, Stability, Friendliness, Honesty |
White | Brilliance, Humility, Possibility, Perfection |
Black | Sophstistication, Death, Power, Rebellion |
- Fortune-Telling
At level 7, you can tell the future of one creature. When seeing the future in this way you can ask the DM three questions involving that one creature specifically. The DM must answer truthfully but they can be as vague as they like. This may be done once per day per character.
- Detail Aura
At level 9, your aura sight is honed enough to tell more specific details about the people you see staring at someone for 12 seconds you know their stat line, and total levels if applicable. Additionally, you can see one personality trait manifest in their aura. For example, you may see currency in a gold-colored aura if the person is wealthy and Money is consistently the foremost thing on their mind, Or if someone has a Bloodstained path and is typically violently minded their aura would be Red and Jagged.
- Foresight Fighting
At level 14, you are able to reduce an attack to 1/2 of its damage as a reaction. You may expend a Psy-Die to negate the attack entirely, However, when you negate the attack the next attack it costs twice as many Psy-Die
- Known Enemy
At level 20 you can tell every detail of a person at a glance you know their entire past and by expending a Psy-Die you can see their future without fail. However, when you tell someone their future it changes never super drastically but it will change so when using "fortune-telling", if you tell the person one of the questions answers will be made false. Additionally gain a +3 to your AC as you see all attacks before they are made.
The Spirit Medium
Your Powers allow you to see and interact with ghosts. Eventually allowing you to have ghost temporally take over your body to grant strength and abilities you would not normally have.
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Multiclassing
Prerequisites. To qualify for multiclassing into the Psy-Kid class, you must meet these prerequisites: 13 Intelligence, 13 Dexterity and Have Supernatural Powers
Proficiencies. When you multiclass into the Psy-Kid class, you gain the following proficiencies: 1 Skill, Intelligence Saving Throws
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