Psi Templar (5e Class)

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Class Features

As a psi templar you gain the following class features.

Hit Points

Hit Dice: 1d10 per psi templar level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per psi templar level after 1st

Proficiencies

Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Acrobatics, Arcana, Athletics, Insight, Intimidation, Perception, Religion, and Stealth

Equipment

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

Table: The psi templar

Level Proficiency
Bonus
Features Psi Die
1st +2 Psi Blades, Rend 1d4
2nd +2 Focus, Volt 1d4
3rd +2 Templar Path 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack 1d6
6th +3 Mental Fortitude 1d6
7th +3 Path feature 1d6
8th +3 Ability Score Improvement 1d6
9th +4 [[#|]] 1d6
10th +4 Path feature 1d6
11th +4 [[#|]] 1d8
12th +4 Ability Score Improvement 1d8
13th +5 [[#|]] 1d8
14th +5 Feedback 1d8
15th +5 Path feature 1d8
16th +5 Ability Score Improvement 1d8
17th +6 [[#|]] 1d10
18th +6 Path feature 1d10
19th +6 Ability Score Improvement 1d10
20th +6 [[#|]] 1d10

Psi Blades[edit]

Starting at 1st level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psi blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse property. It deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. You can dismiss the blades without taking an action, and they disappear if you are incapacitated.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it.

The damage of your psi blades increases as you gain levels, as shown on the Psi Die column on the Psi Templar table.

Rend[edit]

At 1st level, using an Action, you can move towards your enemy, stabbing him with your psyblade. The enemy must be within reach, and you cause your psyblade damage to it, without rolling for attack.

After using Rend, you can use a bonus action to move up to 30 feet, without provoking opportunity attacks.

Focus[edit]

At 2nd level, your psionic abilities are represented by your Focus.

Focus Maximum and Regaining Focus

Your focus maximum equals 2. You have 0 focus, but you can gain focus by using the Rend feature.

Using Focus and Focus Benefits

Some features in this class use Focus, and focus is spent when you use them. Others just benefit from you having a certain amount of Focus.

Also, while you have focus, your physical abilities are enhanced. You add +1 to your Damage rolls using psi blades and any feature that uses Focus, AC and +10 feet to your movement speed for each 1 focus you have.

Psi Save DC

Some of your class features require a save to resist its effects. The save DC for your Psi Templar features equal 8 + your proficiency bonus + your Wisdom modifier.

Volt[edit]

Also at 2nd level, you can use your psionic power to release a blast of electricity. You can spend 1 focus as an Action to choose one creature you are able to see within 120 feet. That creature takes damage equal to your psionic die. When you use Volt against a creature that has Actions who cause psychic damage, the damage is doubled.

If you had 2 focus before you used this feature, you can choose another creature within 30 feet of your first target to also suffer its effects.

When you gain the Extra Attack feature, you can forgo one of your attacks to use Volt 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 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Mental Fortitude[edit]

At 6th level, if you start your turn charmed, frightened, or under the effect of a spell from the enchantment school on you, that effect ends.

Feedback[edit]

At 14th level, whenever you take psychic damage, you can use your reaction to cause the same amount of damage to the creature that caused that damage to you.

Subclass[edit]

Psiblade[edit]

Parry

Starting at 3rd level, when you use Rend, you can use your bonus action to stand in a defensive stance, creating a psychic shield in front of you. When you do so, the next attack made against you until the start of your next turn instantly misses.

Overcharge

At 7th level, when you roll 1-2 on your psi die when using rend, you gain 1 Focus.

Deflect/Reflect

When you reach the 10th level, a field of psionic energy protects you from harm. While you have focus, you have cover against ranged attacks. The degree of cover depends on the amount of focus your currently have: full cover (3 focus), three-quarters cover (2 focus), half cover (1 focus).

If you have at least 2 focus, whenever a creature makes a ranged attack against you, you can use a reaction to turn that attack back against your attacker. Use your ranged attack bonus, and on a hit, you cause that attack's damage.

Arc Wave

At 15th level, when you rend, a wave of psionic energy is released behind your target. Rend forms a 15-foot cone coming from your target, and any enemy of your choice within the area must succeed on a Constitution saving throw, or take your Rend damage.

Ionic Storm

At 18th level you can spend 1 focus to release a storm of 10d6 lightning damage in a 30 ft sphere around you.

Dynamo[edit]

Aftershock

At 3rd level, when you cause damage to a creature using volt, the creature is marked by psionic energy. The next attack made against the marked creature has Advantage, and ends the mark.

Pillar

At 7th level, you can create a pillar of psionic energy by spending 1 focus as a bonus action. The pillar can be created in an unoccupied space within 30 feet, and is considered a cylinder with 5-foot radius and 10 feet of height. The pillar is semi-transparent, completely immune to damage, and offers full cover.

The pillar disappears at the end of your next turn.

Invert

At 10th level, you can teleport, swapping places with an enemy. Choose a creature you can see within 30 feet by using a bonus action and spending 1 focus. You swap places with the chosen creature. An unwilling creature can make a Charisma saving throw to avoid being teleported.

Exchange

When you reach the 15th level, you can use Exchange targeting a friendly creature. The target can willingly fails the save, and also always fails this save if it is incapacitated.

Void Conduit

remove a number of turns from an enemy equal to how many focus you spent.

Sage[edit]

Amplify

Also at 3rd level, you can forgo one attack made as a bonus action and spend 1 focus to mark a creature using psionic energy. A number of marks are placed on that creature, up to a number equal to your Focus maximum.

When a creature marked with amplify takes damage from an attack, the damage increases by 1d6 psychic, and one of the marks disappear. Otherwise, the marks disappear after 1 minute.

Stun Strike

At 7th level, you can use 1 focus as a bonus action to create an orb of psionic energy. You force a creature within 30 feet to make a Strength saving throw. On a failed save, the target is pushed 5 feet back and knocked prone, and must make a Constitution saving throw. Failing the Constitution saving throw also stuns the target until the end of your next turn.

Channel

At 10th level, you gain the ability to extract the mental power of your deceased enemies. When you kill a creature, roll a d10. On a 1-2, you gain 1 focus. Killing a creature with actions that cause psychic damage, you gain 1 focus on a roll of 1-5 instead.

Deep Focus

At 15th level, your focus maximum increasing by 1, up to a new maximum of 3.

Ghost

Spend 3 focus to make a clone, who takes their turn after yours. they have all your stats and skills, but cant talk and are glowing purple.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the psi templar class, you must meet these prerequisites: 13 Strength, 13 Wisdom.

Proficiencies. When you multiclass into the psi templar class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.

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