Psyche Warrior (5e Class)

Psyche Warrior

Life doesn't make sense in isolation. We need to be free to make mistakes and to make those mistakes together.
—Jean Grey

Men of the Mind

Psyche warriors are hard to find, and for good reason. People are very wary when it comes to someone that can read their mind, see their past, hear their fears. For that reason, most people with these abilities have been in hiding, hoping not to be called a monster or an aberration and therefore, eradicated. Most of these so-called warriors hide their abilities, calling it magic or coming up with an outside reason for the effects, though when they are needed, they will fight for those they love or for their own survival.

Creating a Psyche Warrior

Psyche warriors are made of tougher stuff than they look, being able to control everything around them and even everything inside themselves, while others can't even boast that they can control themselves. Maybe you've made it a habit to stay away from relationships to stay in control or have you found that people help you focus? What was your allure to the psychic arts, revenge against an unjust ruler or the protection of your fellow man? Maybe even to oppress those that you view as weak? Some warriors find themselves under the influence of their powers other than the other way around. Are you controlled or the controller?

Quick Build

You can make a psyche warrior quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. Second, choose either the sage or hermit background.

Class Features

As a Psyche Warrior you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: any simple weapons, shortswords and longswords
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Insight, Deception, Investigation, History or Religion.

Equipment

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

  • (a) dagger or (b) any simple weapon
  • (a) scholar's pack or (b) diplomat's pack
  • (a) greatclub or (b) longsword
  • If you are using starting wealth, you have 3d4 x 10 in funds.

Table: The Psyche Warrior

LevelProficiency
Bonus
FeaturesPsion Points
1st+2Telepathic Link, Telekinetic2
2nd+2Mind Block, Psion Blast4
3rd+2Personality Warp6
4th+2Ability Score Improvement, Inflict8
5th+3Mental Archetypes10
6th+3Idea Implant12
7th+3Mind Reading14
8th+3Ability Score Improvement16
9th+4Mind Control18
10th+4Archetype Feature20
11th+4Mind Swap22
12th+4Ability Score Improvement24
13th+5Power Boost26
14th+5Psion Constructs28
15th+5Archetype Feature30
16th+5Ability Score Improvement32
17th+6Knockout34
18th+6Psyche Shatter36
19th+6Ability Score Improvement38
20th+6Dimension Warp, Archetype Feature40

Psion Points

Starting at 1st level, your mind is already making psionic energy. This energy is used to power your abilities, the powers with huge effects and smaller ones. The amount of energy in your mind is represented by Psion Points. Your psyche warrior level determines how many points you have, as shown in the Psion Points column or the Psyche Warrior table. You use these points to power abilities such as your telekinesis, or anything else that says you need a Psion Point to use. You learn more psionic abilities as you progress in this class. When you use a point, it is unavailable until you complete a short or long rest, at the end of which you regain all expended Psion Points. You must spend at least 30 minutes resting to regain your Psion Points. Some of your abilities will call for the target to make a saving throw to either negate or mitigate the effects. The saving throw DC is calculated as follows:

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

At 1st level, you're still learning how to use your powers. As an action, you are able to have a telepathic link with one creature of your choice that can understand at least one language within 100 feet of you, either to quickly relay strategy or to give an order to a hireling. If you choose another creature to have this link with, the link with the first creature is broken.

Telekinetic

At 1st level, you have unlocked the most basic psionic ability. As an action, you can spend 1 Psion Point to lift an object or manipulate a material that weighs less than half your weight as if by the mage hand.

Mind Block

At 2nd level, you have found a way to defend your mind from attack. You gain resistance to psychic damage and your mind cannot be read by any means. Also, as an action, you can spend 2 Psion Point to give any 1 ally or other willing creature within 5 feet of you this resistance.

Psion Blast

At 2nd level, you are able to make others feel the power of your mind. You can spend 1 Psion Point and take an action to deal 1d6 psychic damage to 1 creature within 60 feet of you. If you spend more points, you can either raise the damage by 1d6 for ever point you spend or choose another creature for every point you spend after the first.

Personality Warp

At 3rd level, you are able to make others happy with your own thoughts. As an action, you can spend 1 Psion Point to change a creature's alignment or attitude towards you. You can force the creature to make a Wisdom saving throw. On success, they have no change, but on a failure they are slightly happier with you, changing from hostile to neutral or neutral to friendly.

Inflict

At 4th level, you can strike directly at your enemies' minds. As an action, you can spend 2 Psion Points to inflict pain on any one creature you can see. The psychic damage is equal to 1d8 + your Intelligence modifier. This attack ignores armor as it is attacking directly at the target's mind.

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.

Mental Choice

At 5th level, you chose a path of psionic power. Choose between Mind Adept or Psionic Killer detailed at the end of the class description. Your choice grants you features at 10th level and again at 15th and 20th levels.

Idea Implant

At 6th level, you have found a way to give a creature an idea, making them think that it was their idea in the first place. As an action, you can cause a creature that you can see to have an idea. When you spend 1 Psion Point, you can make an idea pop into the mind of any creature, forcing it to make a Wisdom saving throw to make sure it was their idea. If the idea is anything that could harm or kill the creature, the creature has an advantage on the saving throw. This idea could be anything, from "They're not so bad" to make them happier with you to "I will allow them into our secret hideout". They will feel compelled to carry out their new ideas, either as an action, or as a change of attitude towards you.

Mind Reading

At 7th level, you have found how to hear another mind's innermost thoughts and memories. As an action, you can spend 1 Psion Point to read the mind of any one creature you can see within 120 feet of you as if by casting the spell detect thoughts.

Mind Control

At 9th level, you are able to assault a creature's mental freedom. As an action, you can spend 3 Psion Points to force a humanoid you can see within 60 feet of you to make a Wisdom saving throw, DC equal to 8 + your proficiency bonus + your Intelligence modifier. On failure, you control their mind, as if affected by the spell dominate person. You could use 4 Psion Points and control the mind of any creature you can see as if by the spell dominate monster.

Mind Swap

At 11th level, you have found out how to switch your mind with another. As an action, you can spend 2 Psion Points to place your mind in another creature's body with a CR below 3. The creature must make a Wisdom saving throw, and on a success does not swap minds with you. Your body either goes limp as the mind inside it does not know how to control or body or is inhabited by the other mind and therefore out of your control. This effect lasts either for 1 minute or until you take an action to end the effect. For every 2 points you spend after the first 2, you can increase the CR you can swap into by 1, however the CR cannot exceed CR 10.

Power Boost

At 13th level, you are able to give your allies some support. As a bonus action, you can spend 1 Psion Point to boost the power of a creature you can see. When you use this ability, the creature you choose gains +1 on their next attack roll or damage roll (your choice). For every Psion Point you use after the first, you can add another +1 to the boost for a maximum of +5. Alternatively, when you use this ability, you can use one of your hit dice to heal an ally that is at least 60 feet away.

Psion Constructs

At 14th level, you have learned how to make your thoughts solid. As an action, you can create a simple, non-magical object that appears in your hand. This object cannot exceed a value of 20 gold pieces, a weight of 20 pounds, or take up more than 5 feet in any direction, as if made from the spell conjure object.

Knockout

At 17th level, you are able to reach into a mind and shut it down for a certain amount of time. As an action you can spend 3 Psion Points to render a creature you can see unconsious for 1 minute. The creature that was knocked out can make a Wisdom saving throw, ending the effect early on a success.

Psyche Shatter

At 18th level, you are able to nearly destroy others' minds. As an action, you can make a creature make a Wisdom saving throw. On a failure, you spend any amount of Psion Points you wish to shatter the mind of any creature you can see. You deal psychic damage equal to you Intelligence modifier x the amount of Psion Points you use + 1d10. If the creature is dropped to 0 hit points with this attack, they become psionic zombies. This attack does not affect any kind of undead. On success, there is no effect.

Dimension Warp

At 20th level, you have found a way to manipulate the energies that bind the universe together. As an action, you can spend 10 Psion Points to open a portal to either a demiplane or another plane of existence, as if by the spell plane shift.

Mind Adept

Adepts of the Psionic arts are not warriors in the purest sense, but more like sages of power, learning every day how to make their combat better and better. They're constantly training themselves to be stronger and faster, as apposed to simply enough.

Intelligence Mongering

At 5th level, your mind becomes so fast when it comes to puzzles that you can run circles around them mentally. You gain a +2 in Intelligence and your Intelligence max increases to 22.

Speedster Mind

As an adept, you have learned the ways of the mind, learning to make your attacks more efficiently and quicker. At 10th level, your mind becomes faster with the deceptions and persuasions. An ability that costs 1 Psion Point can be done in a bonus action or reaction instead of an action.

Strengthened Control

At 15th level, you have found "back doors" into people's minds, weak spots that lead directly into the logic-ruled part of their mind. Your idea implant, mind control and mind reading abilities get a +2 to the save DCs.

Passive Telepathy

At 20th level, you are nearly impossible to lie to. When someone uses a Persuasion or Deception skill, you have advantage on the saving throws to see past their illusions and lies. Additionally, you gain +2 to your Passive Wisdom.

Psyche Killer

Killers are similar to adepts in that they're learning how to use their abilities, but there is a major difference. Killers annihilate their opponents, not try to talk it out. They tend to be quicker to attack instead of leave an argument where it was supposed to be.

Psychic Blades

At 5th level, you can make your mind your ultimate weapons. When you spend 1 Psion Point, you can take a bonus action make psychic energy swarm around a free hand, making blades that deal 1d8 psychic damage. A hand created by the spell mage hand does not count as a free hand. For every point above the first you put into this ability you can add 1d8 psychic damage to the attack you make with the blades. The blades last either for 1 minute or until you take a bonus action to dispel them.

Skilled Killer

At 10th level, you found out how to make your mind into every attack you make. With every weapon attack you make, you can use a Psion Point to add 1d6 psychic damage to the damage roll.

Allied Assistance

At 15th level, you have learned the importance of allies. When you move towards an ally or enemy in front of an ally, you can spend 1 Psion Point to ignore opportunity attacks. Additionally, you can use your power boost as a reaction instead of an action.

Mental Assault

At 20th level, you are able to attack harder with your mind. Every time you use psion blast, inflict or psyche shatter, you can spend an extra 3 Psion Points to multiply the psychic damage to the attack by 2.

Multiclassing

Prerequisites. To qualify for multiclassing into the psyche warrior class, you must meet these prerequisites: Intelligence of 16 or higher.


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