Psychomancer (5e Class)

Psychomancer (WIP)

A Blade Aspect psychomancer using his Ward Field.
A Shield Aspect psychomancer preparing Bulwark.
A Staff Aspect psychomancer with an attuned staff.

Masters of the Mind

"The mind sculpts the body, and the body sculpts the mind. Both are tools unto the other, and both are a medium of craft. Many men may sculpt the body, fewer men sculpt the mind, and very rarely may a man sculpt the spirit. Only we may sustain the balance of sculpting a thing's entire essence, the mind, the body, and the spirit."

-Amashu, Shardmind Arch-Psion

Creating a Psychomancer


Quick Build

You can make a psychomancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan, Guild Artisan or Sage background.

Class Features

As a Psychomancer you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: One musical instrument of your choice
Saving Throws: Charisma, Dexterity
Skills: Choose two from Arcana, Deception, Insight, Acrobatics, Perception, Persuasion, and Sleight of Hand.

Equipment

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

  • (a) A shortsword or (b) any simple weapon
  • (a) Leather armor or (b) scale mail
  • (a) 5 daggers or (b) A longbow and 20 arrows
  • (a) A Scholar's Pack or (b) An Explorer's Pack
  • (a) An arcane focus or (b) A component pouch

Table: The Psychomancer

LevelProficiency
Bonus
FeaturesTalents learnedSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Psionic Attunement (d4)--
2nd+2Spellcasting, Psychic Talents122
3rd+2Mental Aspect133
4th+2Ability Score Improvement133
5th+3Psionic Attunement (d6)2442
6th+3Psychic Crash2442
7th+3Mental Aspect Feature2543
8th+3Ability Score Improvement3543
9th+4Psionic Attunement (d8)36432
10th+4Charismatic Channeler36432
11th+4Mental Aspect Feature47433
12th+4Ability Score Improvement47433
13th+5Psionic Attunement (d10)484331
14th+5Charismatic Channeler584331
15th+5Mental Aspect Feature594332
16th+5Ability Score Improvement594332
17th+6Charismatic Channeler61043331
18th+6Psionic Attunement (d12)61043331
19th+6Ability Score Improvement61143332
20th+6Lord of the Mindscape71143332

Psionic Attunement

You can infuse objects with concentrated mental energy. You can spend 10 minutes focusing on a weapon, quiver or case, or piece of armor that you are proficient with. If it is a weapon, the weapon deals 1d4 additional psychic damage on a hit. Ammunition drawn from a quiver or case deals 1d4 additional psychic damage on impact. If the object is armor, then whenever a creature hits you with a melee attack, that creature must make an Intelligence saving throw or take 1d4 psychic damage (DC 8 + proficiency + your Charisma modifier). The damage die increases as you gain levels in this class, as shown in the psychomancer table.

Spellcasting

When you reach 2nd level, you learn to harness your willpower to cast spells in a similar way to sorcerers.

You get 3 cantrips from the wizard spell list, but no more. These can be changed for other cantrips when you gain a level.

Spell Slots

The psychomancer table shows how many Spell Slots you have. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

Spells Known

You know two 1st-level Spells of your choice from the psychomancer spell list.

You learn an additional psychomancer spell of your choice at each odd numbered level thereafter. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th 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 psychomancer Spells you know and replace it with another spell from the psychomancer spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Charisma is your spellcasting ability for your psychomancer Spells, since your magic is derived from your willpower and your ability to exert your mind's will on others. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a psychomancer spell you cast and when making an attack roll with one.

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

Spell Attack modifier = your proficiency bonus + your Charisma modifier

Psychic Talents

By 2nd level, you have learned to expand your psychic abilities. You know one Talent, which you can utilize at any point as if it were a cantrip. You gain more Talents as you gain levels in this class (these can be treated essentially like cantrips). The Talents available to you are listed at the end of the class description.

Mental Aspect

At 3rd level, you begin to narrow your skillset to specialize in different methods of using your psychic power. You can choose between the Blade Aspect, the Shield Aspect, or the Staff Aspect. This choice grants you features at 3rd, 7th, 11th, and 15th level.

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.

Psychic Crash

At 6th level, you've honed your skills to a higher extent. You can now take two actions on your turn. Your Charisma score increases by one to a maximum of 21.

Charismatic Channeler

At 10th level and at 14th and 17th level thereafter, your Charisma score increases by one point to a new maximum. At 10th your max is 22, at 14th your max is 23, and at 17th your max is 24.

Lord of the Mindscape

At level 20, you begin the ability to transcend your physical body. You can use your action to become incapacitated. Your mind becomes a ghost. You retain your distortions, spellcasting, and Intelligence, Wisdom, and Charisma scores. While protecting your spirit, you must maintain concentration (as if concentrating on a spell). If the ghost drops to 0 hit points, you return to your body. Otherwise, you return after 10 minutes. Once you return to your body, you must make a DC 17 Charisma saving throw or gain a level of exhaustion.


Blade Aspect

Psychomancers of the Blade Aspect are very combat-hardened. They can wield a variety of weapons, from the elegant shortsword to the destructive greatsword. They can mentally enhance their weapon strikes far past the extent that a normal psychomancer can, adding special properties to bound weapons.

Weapon Bond

Starting when you choose this Aspect at 3rd level, you gain the ability to bond your mind to a magical focus in the form of a weapon. You can spend 10 minutes binding yourself to a melee weapon. You are proficient with it while wielding it. You can use your Charisma modifier for its attack and damage rolls, and the weapon can be wielded as a light weapon despite it's properties. You cannot be bound to more than one weapon at a time. This weapon now deals Psychic damage and counts as magical for purposes of bypassing resistance and immunity. If you attack with your Bonded Weapon, you can use one of your Talents during the same action, but you can't use the same talent more than once per turn.

Ward Field

Beginning at 7th level, you have a magical shield of transparent energy surrounding you. You can activate or deactivate it as a bonus action. It can stay active for a number of hours equal to your Charisma modifier + half your psychomancer level (minimum of one). Once this time has elapsed, you must finish a long rest before activating the shield again. While it is active, choose one of the following effects:

  • You have the effects of the mage armor spell.
  • You gain resistance to two damage types of your choice.
  • You suffer no harm from climate.
  • You have advantage on Dexterity and Constitution saving throws to avoid non-magical harm.
Psionic Smite

From 11th level on, you can empower your weapon strikes with sheer will. When you hit with your bond weapon, you can spend a spell slot to deal additional psychic damage equal to your Charisma modifier + half your proficiency bonus (minimum of one) per slot level.

Ultimate Weapon Empowerment

By 15th level, you learn multiple techniques that vastly improve your fighting. When your Ward Field is active, you gain the following benefits:

  • If your Bond Weapon has the two-handed property, you ignore it. If your Bond Weapon does not have the two-handed property, it's dice scales up one level. Ex: d6 to d8.
  • You have immunity to Psychic damage.
  • You gain a +1 bonus to your Bond Weapon's attack rolls.

Shield Aspect

Psychomancers who take the Shield Aspect have attained clarity of mind, allowing them to harness it into a protective, physical form. Their shield is the bulwark which stands in opposition to those that would harm the innocent. Using only the strength of their minds, they are able to imbue their shields with incredible strength and can become an immovable force of protection for their team.

Shield Bond

When the Shield Aspect is taken at 3rd level, you gain the ability to enhance your shield with your psionic abilities. You become proficient with shields. You can spend 10 minutes binding yourself to your shield, limited to one shield at a time. Your armor rating is increased by an additional 2 points while wielding this shield.

Bulwark

Starting at 7th level, you can psychically fortify your shield to reflect attacks. If you are attacked and are not at a disadvantage, you may use a reaction to spend a spell slot to reflect the damage equal to half the damage taken plus half your Charisma modifier. You may only do this once per round.

Rebounding Aura

From 11th level, you are able to force your will into your shield, greatly expanding the range of its defenses. You may use a bonus action to activate a 30ft circle around you, and you may keep it active for a total number of hours equaling half your Charisma modifier; after the time limit is reached, you must finish a long rest before activating it again. This effects all non-hostile entities within the aura. While activated, Psychic damage is halved, and you may choose one more effect:

  • Increase affected armor ratings by +2
  • All affected entities have advantage on Dexterity, Strength, and Constitution saving throws.
  • All affected entities have advantage on attack rolls if they are not at a disadvantage.
  • All affected cannot be incapacitated by Psychic attacks.
Steadfast Will

At 15th level, your will becomes resolute and imbues your Rebounding Aura with further strength. While your Rebounding Aura is activated, those affected gain all of the following bonuses benefits, as well as those already granted by your Aura:

  • Psychic damage is fully nullified.
  • Attack rolls gain a +2 bonus.

Staff Aspect

Some psychomancers have achieved true balance and clarity of mind; in doing so, they have attained the ability to extend a calming aura to others. For the Staff psychomancer, the staff is as much a symbol of their singular focus as it is an actual focus device, imbued with their psychic abilities.

Staff Bond

When the Staff Aspect is chosen at the 3rd level, you gain the ability to become one with your staff. You can spend 10 minutes building a psychic connection to your staff; upon doing so, you will gain the ability to expend a spell slot to cast cure wounds without having to prepare it. You must have the staff equipped to do so. You may still use the staff as a weapon, using Charisma for your attack roll.

Singular Focus

After reaching 7th level, your mind can resonate with your staff, creating a psychic vibration extending to your party. Once per long rest, you may provide clarity of mind to all members of your party, provided they are within 30ft, healing them an amount equal to 1d6 plus your Charisma modifier. Doing so will also give them advantage on their next Wisdom or Intelligence saving throw.

Field of Clarity

At 11th level, your clarity of mind allows you to extend a calming psychic aura around you. You may produce a field extending in a 20ft radius that heals others in your party 1 point per turn. You cannot move, speak, or react without breaking your focus and closing the aura. You may have it activated for a total of 30 minutes per long rest

Resolute Focus

At the 15th level, you have attained true emotional balance and control of your thoughts. Your Singular Focus now heals using 2d6 plus your Charisma modifier, with the added benefit of shielding those touched by it from the next attack against them using Psychic damage.

Spell List

You know all of the spells on the basic psychomancer spell list and additional spells based on your subclass. The psychomancer spell list includes the Wizard spell list. Due to your psychic ability, you can choose to ignore either the Verbal or Somatic components of a spell, but not both.

1st Level

Charm Person, Command, Comprehend Languages, Detect Magic, Disguise Self, False Life, Sleep, Thunderwave

2nd Level

Alter Self, Barkskin, Blur, Calm Emotions, Detect Thoughts, Enthrall, Mirror Image, Ray of Enfeeblement, Rope Trick, Suggestion

3rd Level

Bestow Curse, Blink, Counterspell, Fear, Hypnotic Pattern, Slow

4th Level

Arcane Eye, Compulsion, Confusion, Dominate Beast, Phantasmal Killer

5th Level

Arcane Hand, Awaken, Dominate Person, Dream, Geas, Mislead, Modify Memory, Telekinesis

Multiclassing


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

Proficiencies. When you multiclass into the psychomancer class, you gain the following proficiencies: Light armor

Talents

You may choose to learn any psychic Talent in accordance with the "Talents Learned" section of the Psychomancer table. These all take a bonus action to use.

Telempathic

You can modify your target's emotions if they fail a Charisma saving throw. The effect lasts for 1 hour, after which they will be aware that you have done so. 30 foot range.

Lost Train of Thought

The target loses track of what they were doing, resulting in disadvantage on their next attack roll. They must succeed against a Charisma saving throw. 30 foot range.

Levitate object

You can make objects under 25lbs that you can see levitate for 1 minute. 60 foot range.

Insightful Resilience

You can give one target within your line of sight insight by planting thoughts in their mind, granting them advantage on their next roll. 60 foot range. You can use this talent a maximum of 3 times between each long rest.

Headache

A strong pulse of psychic energy inflicts 1d4 of psychic damage on one target. They must pass a Constitution saving throw or become incapacitated for their next turn. 30 foot range. This Talent scales the same as your Psionic Attunement damage dice.

Telekinetic Force

Direct a psychic wave at one target; does 1d4 of psychic damage and pushes them back 10ft. Target must succeed on a Dexterity saving throw or be knocked prone. 60 foot range. This Talent scales the same as your Psionic Attunement damage dice.

Read Object

You can gain insight into an object's past if you can touch it.

Cloud Blind

A cloud of fog encompasses your targets head to restrict their sight. They must succeed against a Charisma saving throw or be Blinded until the end of your next turn. 10 foot range.

Mind's Eye

Can see for 1 minute in total darkness by using your telekinetic senses. 60 foot range.

Sightshare

Can see and hear through a willing target's mind out to 300 feet by creating a telepathic link.

Mind Strike

Reach out with your mind to inflict 1d6 psychic damage. 30 foot range.

Psychic Regeneration

You regain an amount of hit points equal to half your Psychomancer level. You can use this talent a number of times equal to your Psychomancer level between each long rest.


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