Psi-Stalker (5e Class)

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Psi-Stalkers are warriors who have awoken their psionic potential and use their new found abilities to combat foes and gather information. Mental warriors of the mind that slowly grow in power more and more. Some masters of the mind run governments from the shadows, other force armies to fight for the fun of it. But the Psi-Stalkers are geared to infiltrate and destroy when necessary.


Headline text[edit]

Not a 5e class

Creating a Psi-Stalkers[edit]

A Psi-Stalker can be created through numerous means. A tragic incident awakening a psi-stalkers inner psionic potential in reponse to trauma, a potential psi-stalker is on the brink of death and his powers awaken to save himself, or just maybe you felt the tingle of power and decided to explore that. Humans and Elves tend to be the best Psi-Stalkers as their races have the best imaginations and curiosity to explore their powers.

Quick Build[edit]

Psi-Stalkers are excellent at close range psychic combat and can default to their weapons in a pinch, but the class really shines when a Psi-Stalker pours his energy into his psychic potential. A main focus of the Psi-Stalker is his powers so when building one, focus on intelligence and wisdom so your powers have enough kick to give you the advantage. As a secondary choice, I'd also focus on dexterity if you want to be able to dodge blows as well.

Class Features

As a Psi-Stalker you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple weapons, Martial weapons
Tools: Artisan Tools
Saving Throws: Intelligence and Wisdom
Skills: Choose four from Acrobatics, Arcana, Deception, Insight, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, and Survival.

Equipment

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

  • (a) dungeoneer's pack or (b) explorer's pack
  • Choose two from any proficient weapon

Table: The Psi-Stalker

Level Proficiency
Bonus
Features Power Point Pool Psionc Power List
Known
1st +2 Psion Powers, Psionic Potential, Telepathic Communication 20 1st Level
2nd +2 Moving Imprint 30 1st Level
3rd +2 Sending 40 2nd Level
4th +2 Ability Score Improvement, Psi-Reach 60 2nd Level
5th +3 Clarity, Reactive Power 70 3rd Level
6th +3 Teleportation 80 3rd Level
7th +3 Enhanced Potential 100 4th Level
8th +3 Ability Score Improvement, Third Eye 110 4th Level
9th +4 Psy-Barrier 120 5th Level
10th +4 Psionic Fissure 140 5th Level
11th +4 Pressure 150 6th Level
12th +4 Ability Score Improvement 160 6th Level
13th +5 Mind Link 180 7th Level
14th +5 Genesis Psi-Wave 190 7th Level
15th +5 Psi-Force Armor 200 8th Level
16th +5 Ability Score Improvement, Psi-Ruin 220 8th Level
17th +6 Greater Potential 230 8th Level
18th +6 Psionic Rend 240 9th Level
19th +6 Ability Score Improvement 260 9th Level
20th +6 Ascendant Potential 300 9th Level


Psion Powers[edit]

Whenever a Psi-Stalker levels up, they choose 1 power from the Psion/Wilders Power List [1], and the table above shows which set they can take spells up too.

Psionic Potential[edit]

Growth of psychic power causes the psi-stalker to develop in one of two ways. At 1st level and every level afterwards, a psi-stalker can either grow his pool of power points by 10, or learn a additional power from your set list.

Telepathic Communication[edit]

At level 1, a Psi-Stalker can speak mind to mind with non-hostile creatures within 50 feet, this can go through walls as well as solid objects if the user has spoken with them telepathically before if not then they must be within eyesight. The telepathic communication fails if the creature has 3 or lower intelligence and does not speak at least 1 language in common with your character.

Moving Imprint[edit]

At level 2, Psi-Stalkers are trained to watch their enemies movements and learn a pattern to their attacks or movements. With this ability they can call upon their psionic potential to strike with increased accuracy. At level two, a Psi-Stalker can add their Intelligence modifier to a attack roll with a weapon they are proficient in as a reaction.

They may also use their reaction to temporarily add their Intelligence modifier to their AC in an attempt to evade an incoming attack. They can do either of these things a number of times equal to your Intelligence modifier + 1 before taking a short or long rest.

Sending[edit]

At level 3, if a Psi-Stalker has communicated with a creature before with Telepathic Communication then a Psi-Stalker can send a long distance message telepathically to that creature. The Psi-Stalker must make a Int Roll with a DC based on how familar they are with the creature (Dungeon Master Discretion). The maximum range is (Intelligence Mod + Psi-Stalker Level) x 10 miles.

Psi-Reach[edit]

When you cast a spell that has a range of 5 feet or greater, you can spend 10 power points to double the range of the spell. When you cast a spell that has a range of touch, you can spend 10 power point to make the range of the spell 30 feet.

Clarity[edit]

At 5th level, as a reaction if a Psi-Stalker were to roll a 1 on a attack roll or a save, then they can expend 20 power points to force a reroll on the number.

Reactive Power[edit]

At 5th level, whenever a Psi-Stalker casts a psionic power that has a casting time of 1 action, as a reaction you can spend 20 power points to change the casting time to 1 bonus action instead.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.

Teleportation[edit]

At 6th level as a bonus action you can use 20 power points to teleport a distance up to (Int Mod + Psi-Stalker level x 10 Miles). For every additional person you teleport, it costs 20 more power points.(IE. 3 travelers equals 60 points.)

Enhanced Potential[edit]

At 7th level your psion powers at 6th level grow even stronger, and they once again develop in one of two ways. You can either grow your pool of power points by 20, or you can lean two additional powers from your set list.

Third Eye[edit]

At 8th level whenever the Psi-Stalker makes a perception or insight check, as a reaction, you can expend 10 power points to add your Intelligence Modifier to the roll.

Psy-Barrier[edit]

At level 9, as a reaction to being targeted by a spell or an ally within 30 feet being targeted by a spell, spend 20 power points to reduce the spell’s damage by 1/2 your level (rounded down) x your Intelligence mod. You may apply this to multiple creatures within range as long as they are targeted by the same spell. Add 10 power points for each additional character.

Psionic Fissure[edit]

At level 10, when casting a psi-stalker power that targets only one creature, you may target an additional creature within range that is 5 feet from a target. If it is a touch spell, you may target an additional creature within 5 feet of yourself or the touched creature.

Pressure[edit]

At 11th level When you cast a psionic power that has a duration of 1 minute or longer, you can spend 20 power points to double its duration. It has a maximum extending effect of 24 hours.

Mind Link[edit]

At 13th Level, whenever you cast a psionic power that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 10 power points and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Genesis Psy-wave[edit]

At level 14 your mind can get more rest in a shorter amount of time than prior, after a short rest you regain a number of power points equal to your Intelligence Bonus x psi-stalker level.

Psi-Force Armor[edit]

At 15th level, you may expend 20 power points to increase your AC and your spell save rolls by your Intelligence modifier (double your Intelligence mod on INT saves) until the end of your next turn. This may be used as a bonus action on your turn, or as a reaction when targeted by an attack or spell.

Psi-Ruin[edit]

At 16th Level, when rolling for psionic damage, spend 10 power points per tier of the psionic spell to maximize that spell’s damage output. If the spell is a cantrip, spend 5 power points.

Greater Potential[edit]

Your mind expands rapidly with psionic power as a fresh burst blows through you. The power is so great and it fills you psi-power. Your growth expands one of two ways once again. You can either increase your power points by 30, or choose 3 additional psionic powers from your set list.

Psionic Rend[edit]

At level 18, as an action, you can overchannel your psychic abilities for 1 minute to emanate a harsh aura of pure psionic energy. This aura emanates in a 25-foot radius and any hostile creature that starts its turn in the aura takes 12 psionic damage. In addition, you gain advantage on attack rolls that result in psychic damage. Enemies gain disadvantage against your psion spell saves. You can do this once per long rest.

Ascendant Potential[edit]

At the 20th level, you are the embodiment of sheer mindpower. Your Intelligence and Wisdom scores and maximums increase by 4.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Psi-Stalker class, you must meet these prerequisites: Cannot be True Neutral Must have at least 13 Str or Dex, and at least 13 Wisdom.

Proficiencies. When you multiclass into the Psi-Stalker class, you gain the following proficiencies:

  • Light armor
  • One skill from the Dread Fighter skill list
  • Artisan Tools

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