Psychic (5e Class)

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Esper

It was long ago, before the giant-dragon war even, that this tool was discovered. It has simply been kept a secret, fortunately I know a great deal of secrets.

Creating a Esper

Quick Build

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

Class Features

As a Esper you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: None
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 mind far more powerful than any weapon
  • (a) a dungeoneer's pack or or (b) a explorer's pack

Table: The Esper

Level Proficiency
Bonus
Features Telekinesis Damage
1st +2 Unlocked Telekinesis, Spellcasting 1d4
2nd +2 Mindsight 1d4
3rd +2 None Can Hide 1d4
4th +2 Ability Score Improvement 1d6
5th +3 Silence Mind 1d6
6th +3 Mind Shield 1d6
7th +3 Dominate Mind 1d8
8th +3 Ability Score Improvement, Telekinetic Flight 1d8
9th +4 Indomitable Mind 1d10
10th +4 Arcane Mind 1d10
11th +4 Mind Over Matter 1d12
12th +4 Ability Score Improvement 1d12
13th +5 Silence Mind Improvement 2d8
14th +5 Mental Deflection 2d8
15th +5 Indomitable Mind Improvement 2d10
16th +5 Ability Score Improvement 2d10
17th +6 Mindsight Improvement 2d12
18th +6 Arcane Mind Improvement 2d12
19th +6 Ability Score Improvement 3d12
20th +6 Ultimate Mind 3d12

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 bolster yourself with psychic power and use your Intelligence bonus instead. 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 Espers, your mind can react faster and deflect projectiles absentmindedly. You gain an unarmored defense equal to 10 + your Intelligence modifier + your Dexterity modifier.

Spellcasting

Spellslots per level
Psychic Level Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 2 - - - - - - - -
2nd 4 3 3 - - - - - - - -
3rd 4 4 4 2 - - - - - - -
4th 5 5 4 3 - - - - - - -
5th 5 6 4 3 2 - - - - - -
6th 5 7 4 3 3 - - - - - -
7th 5 8 4 3 3 1 - - - - -
8th 5 9 4 3 3 2 - - - - -
9th 5 10 4 3 3 3 1 - - - -
10th 6 11 4 3 3 3 2 - - - -
11th 6 12 4 3 3 3 2 1 - - -
12th 6 12 4 3 3 3 3 1 - - -
13th 6 13 4 3 3 3 3 1 1 - -
14th 6 13 4 3 3 3 3 1 1 - -
15th 6 14 4 3 3 3 3 1 1 1 -
16th 6 14 4 3 3 3 3 1 1 1 -
17th 6 15 4 3 3 3 3 1 1 1 1
18th 6 15 4 3 3 3 3 2 1 1 1
19th 6 15 4 3 3 3 3 2 2 1 1
20th 6 15 4 3 3 3 3 2 2 2 1

As a Esper 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 sorceror. The spells you can prepare for each day are shown below:

Prepared Spells = (Esper Level + Intelligence modifier)/2 rounded up.

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 Esper spell list (Below). You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Esper table.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Esper spell list. The Spells Known column of the Esper 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 Esper 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 = 10 + 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.

Esper Abilities

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 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.

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)

Mindsight

At 2nd level, you gain blindsight to 10 feet. At 17th level, you gain truesight to 10 feet and blindsight to 60 feet.

None Can Hide

At 3rd level, you can use your action to glean details from the mind of a creature you can see. This feature may be used a number of times equal to 1/2 your intelligence modifier round up (minimum of 1) per long rest.

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 15ft of you. This feature counts as a concentration spell and cannot be used to track or see creatures that have an intelligence of 3 or lower (as their psychic aura isn't strong enough to sense).

Silence Mind

Starting at 5th level, you can focus your mental prowess on snuffing out another creature's mind. This feature may be used a number of times equal to your proficiency bonus per long rest.

The creature must make an Intelligence saving throw and on a failed save takes 1d8 psychic damage and loses 1d4 Intelligence (creatures with 0 Intelligence are knocked unconscious until they regain at least 1 Intelligence point), as well as having any telepathic abilities silenced. It can reroll to attempt to break free of the telepathic silence at the start of each of its turns, even if knocked unconscious from a lack of intelligence. Once free, its intelligence returns to normal and it becomes immune to "Silence Mind" for 24 hours.

At 13th level, you gain advantage on all attack rolls against creatures who suffer the effects of Silence 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.

Mind Shield

At 6th level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier + your level. If you reduce the damage to 0, you catch the missile in the air. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, the damage type of the missile will be the same as it was coming to you, an arrow will remain as piercing damage or a rock will remain as bludgeoning damage.

Dominate Mind

Starting at 7th level, you gain the ability to envelop another creature's mind with yours, gaining complete control of them for up to 10 minutes or until you lose concentration. The target makes an Intelligence saving throw, and on a failed save the creature is brought under your control. You can use your bonus action to telepathically command it to take any action, general or specific, so long as you can see it or it understands a language that you can speak. You can also use your action to see through its senses, wherever it is. Each time the target takes damage from you, one of your party members, a hostile creature or itself, it makes a new Intelligence saving throw against the ability. If the saving throw succeeds, the ability ends. On a successful save, or if time runs out, the target becomes immune to Dominate Mind and Silence Mind.

This ability has no effect against creatures that cannot be charmed, and if attempted against a creature that can communicate telepathically becomes a contest of intelligence checks with the creature gaining advantage on the roll.

This ability can be used once per long rest at 7th level, 2 times per long rest after reaching 13th level, and can be cast 3 times per short or long rest after reaching 18th level. You may only have one mind dominated at a time.

Telekinetic Flight

Starting at 8th level, you gain a 30-foot flying speed by using your mind to physically lift yourself into the air. This uses your concentration, and losing your concentration causes you to fall. You cannot move anything else or attack with your telekinesis while using this ability, but can use any spells or actions that don't require concentration. On a turn in which you fly, you may also use your telekinesis as a normal action while on the ground. You may end your turns in midair.

You can lift off and land as bonus actions, and beginning at 14th level you can start flight as a reaction to falling. Starting at 16th level, your flight speed becomes 50. Starting at 18th level, you can use your telekinesis for other uses while you fly, counting yourself as part of the weight lifted.

Indomitable Mind

At 9th 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.

Arcane Mind

At 10th level, you can choose 1 spell of level 4 or lower from any class's spell list. Your spellcasting modifier for this spell is Intelligence, regardless of the class you choose it from. You can cast that spell once per long rest without the necessary components. You can replace your Arcane Mind spell over a long rest by performing a 4 hour meditation of the spell you wish to replace, upon completion the spell will swap.

At 18th level, you can choose another spell of level 6 or lower from any class's spell list. Your spellcasting modifier for this spell is Intelligence, regardless of the class you choose it from. You can cast that spell once per long rest without the necessary components. You can replace this higher level Arcane Mind spell by following the same meditation stated above but can only have 1 6th level and 1 4th level spell chosen, you cannot choose to have 2 6th level or 2 4th level spells as your Arcane Mind spells.

Mind Over Matter

At 11th level, your mind and your body continue to blend together, you gain 1/2 (rounded down) of your intelligence modifier to unarmored AC.

Mental Disruption

At 14th 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 26.

Supreme Domination

Your Dominate Mind ability no longer requires concentration, and lasts until the creature is killed or makes a successful save against its effects. You can have any number of creatures dominated at once as long as their total CR does not exceed 10. Upon attempting to dominate a creature that would raise the total CR over 10, your Dominate Mind ability fails, and the creatures currently under the effect of your Dominate Mind make an Intelligence saving throw to break free of Dominate Mind.

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
  • Fireball
  • 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
  • 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
  • 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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