Psionic: Scarlet Nexus (5e Class)

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Psionic: Scarlet Nexus[edit]

Psionic: Scarlet Nexus[edit]

Creating a Psionic[edit]


Quick Build

You can make a Psionic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by (Pending on Archetype). Second, choose the Solider background. Third, choose Longsword or Daggers

Class Features

As a Psionic you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light & Medium Armor
Weapons: Simple & Martial Weapon
Tools: None
Saving Throws: Intelligence
Skills: Choose 2 of any

Equipment

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

  • (a) One Martial Weapon or (b) Six Dagger or (c) One Simple Weapon
  • (a) leather armor or (b) scale mail
  • (a) Explorer's Pack or (b) Scholar's Pack or (c) Diplomat's Pack
  • (a) Two crossbow, light and Crossbow Bolts (20) or (b) Derringer and Bullets (20)
  • If you are using starting wealth, you have If you are using starting wealth, you have 4d4 x 10 gp in funds. in funds.

Table: The Psionic

Level Proficiency
Bonus
Features Psi Points Disciplines Known Psi Limit
1st +2 Psionics, SAS, Brain Talk 3 1 2
2nd +2 Evasive Maneuvers, Training Regiment 6 1 2
3rd +2 SAS Feature 9 2 3
4th +2 Ability Score Improvement 12 2 3
5th +3 Extra Attack 15 3 4
6th +3 Psionic Barriers 18 3 4
7th +3 SAS Feature 21 4 5
8th +3 Ability Score Improvement 24 4 5
9th +4 Psionic Drain 27 5 6
10th +4 Brain Drive 30 5 6
11th +4 33 6 7
12th +4 Ability Score Improvement 36 6 7
13th +5 SAS Feature 39 7 8
14th +5 Brain Crush 42 7 8
15th +5 Mind Over Matter 45 8 8
16th +5 Ability Score Improvement 48 8 8
17th +6 SAS Feature 51 9 9
18th +6 Psionic Mind & Body 54 9 9
19th +6 Ability Score Improvement 57 10 9
20th +6 Brain Field 60 10 9

Psionics[edit]

Psionic Disciplines

A psionic discipline is a rigid set of mental exercises that allows a psionic to manifest psionic power. A psionic masters only a few disciplines at a time. At 1st level, you know one psionic discipline of your choice. The disciplines known column of the psionic table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice.

Psi Points

Starting at 1st level, You have an internal reservoir of energy that can be devoted to psionic abilities you know. This energy is represented by Psi Points. Each psionic abilities describes effects you can create with it by spending a certain number of psi points. The number of psi points you have is based on your Psion level, as shown in the psi points column of the Psion table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the number of psi points you can spend to activate a psionic discipline. The limit is based on your psionic level, as shown in the Psi Limit column of the psionic table. For example, as a 3rd-level psionic, you can spend no more than 3 psi points on a discipline each time you use it, no matter how many psi points you have.

Psychic Focus

You can focus psionic energy on one of your psionic disciplines to draw ongoing benefits from it. As a bonus action, you can choose one of your psionic disciplines and gain its psychic focus benefit, which is detailed in that discipline’s description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn’t limit your ability to use other disciplines.

Psionic Ability

Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

  • Discipline save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Discipline attack modifier = your proficiency bonus + your Intelligence modifier

SAS[edit]

Starting at 1st level, you chose a SAS. Choose between Gravikinesis, Pyrokinesis, Electrokinesis, Clairvoyance, Duplication, Sclerokinesis, Hypervelocity, Teleportation, and Invisibility, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 3th, 7th, 13th, and 17th level.

Brain Talk[edit]

Starting at your 1st level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature that you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. you can use your telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. Your brain can let those creatures telepathically hear each other while connected in this way.

In addition, those that also have Brain Talk may establish a connection and telepathically communicate up to 1000 feet from each other. The range increases again at levels 11 (1 kilometer) and 17 (10 kilometers).

Evasive Maneuvers[edit]

Starting at 2nd level, your extensive combat training has heightened your reflexes far beyond human levels allowing you to effortlessly dodge even the most devastating attacks. When you are targeted by a creature for a melee attack or a ranged attack you may use your reaction to perform a Dexterity saving throw of DC 15 + Dexterity Modifier of the Opponent. On a success, you take no damage and can move up to 10ft in a direction of your choice without provoking Attacks of Opportunity. You can use Evasive Maneuvers a number of times equal to your Proficiency bonus and you regain any expended uses when you finish a short rest.

Training Regiment[edit]

Starting at 2nd level, you become an expert at transporting yourself around the battle field. As a bonus action on your turn, you can jump up to 30 feet in the air. Roll an Dexterity (acrobatics) or Strength (athletics) check. The DC for this check is half the amount of feet you wish to jump up or 10 (whichever is higher). On a success, you jump up that amount of feet, on a fail you only go half as high. You remain in the air until the end of your turn, during which you cannot move, you then fail into a space of your choice within an X radius of the point you jumped up from. X equals the amount of feet up you jumped, rounded down to the nearest 5 feet.

If you land in a space occupied by a creature, you are both knocked prone and both take 2d6 bludgeoning damage. If you succeeded the jump check, you don't fall prone and takes half the bludgeoning damage. If the creature is of a larger size than you, its not knocked prone and take half the bludgeoning damage. The creature is then pushed into the nearest unoccupied space.

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]

At 5th level, when you take the attack action, you may attack an additional time.

Psionic Barriers[edit]

Starting at 6th level, you gain advantage in saving throws against frightened, charmed, mind control effects and any affect that would attempt to alter your mind.

Psionic Drain[edit]

Starting at 9th level, you gain the ability to sacrifice your physical durability in exchange for psionic power. When activating a psionic discipline, you can pay its psi point cost with your hit points, instead of using any psi points. Your current hit points and hit point maximum are both reduced by doubled the number of psi points you spend. This reduction can’t be lessened in any way, and the reduction to your hit point maximum lasts until you finish a long rest.

You can use this feature once per long rest.

Brain Drive[edit]

Brain Drive is a state of mind boosting one's attacks, speed, control, and powers of their psionic abilities. Starting at 10th level, while your psi points drops to 2/4 from it's current maximum (rounded down), you may use a Action to enter into Brain Drive. This last for 1 minute. This feature can only be used once per long reset. The following benefits will be applied:

  • You gain a +2 to AC.
  • You gain resistance to psychic damage.
  • Your movement speed doubles in base movement speed.
  • Your DC checks for disciplines increases by +2.
  • Your disciplines has their cost reduced by 1 but cannot be lower than 1.

In addition, Starting at 18th level, you may enter into Brain Drive by using bonus action instead of an action. Finally, you can maintain two concentration disciplines simultaneously. For having two concentration disciplines active simultaneously you are only allowed to cast additional non-concentration discipline of 3rd or lower level psi limit , concentration Constitution save DC becomes 18 or damage taken halved rounding up, whichever is higher.

Brain Crush[edit]

You've become extremely proficient at executing your enemies with your psionic abilities. But most importantly your extremely proficient in doing it with style.

Starting at 14th level, make a single attack or discipline attack against them, if an attack is successful against a creature whose current HP is equal to or below 5 multiplied by your proficiency bonus, they will be executed and killed by your psionic abilities. If not, you deal an additional 3d8 damage to them. You can use this feature once per long rest.

Mind Over Matter[edit]

Starting at 15th level, you have advantage against spells that could influence your actions such as command, suggestion, and illusion base spells. Anyone that entire your mind without permission must roll a 8 + Intelligence modifier + proficiency bonus or take your Psionic Level + Intelligence modifier as psychic damage that ignores resistance and immunity and be forced out of your mind.

Additionally, creatures with less than 8 Intelligence score rolls any DC saves with a disadvantage against you.

Psionic Mind & Body[edit]

Starting at 18th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. Your Intelligence and SAS's proficiency save scores increase by 4. Your maximum for those scores is now 24.

Brain Field[edit]

The Brain Field is a very powerful, however dangerous system.

Starting at 20th level, while Brain Drive is activated and you're below 2/4 Hit Points, you may use a Full Action to enter into Brain Field. Brain Fields give you the upper hand in a fight, granting you enhanced attacks, attack damage and allies buffs that has both the Brain Talk and Brain Drive features. This last for 6 rounds. This feature can only be used once per in-game week. You gain The following benefits that will be applied:

  • You gain a +4 to AC.
  • You gain resistance to all damage types, with the exception of psychic damage.
  • You and movement speed doubles in base movement speed.
  • Your DC checks for disciplines increases by +2.
  • Your disciplines has their cost reduced by 2 but cannot be lower than 1.
  • Your disciplines adds your Intelligence modifier to the damage rolls.
  • Your attacks and disciplines ignore resistance and iimmunities.
  • Near by allies can freely use Brain Drive for the duration of Brain Field without spending any usage.

In addition, If you do not leave Brain Field with a action when it ends. You will die, automatically failing all Death Saves. If you leave the Brain Field early, you will receive levels of exhaustions equal to the number of rounds you've stayed in Brain Field to the point of exiting out of it. After that you must roll a Constitution saving throw DC 15+Rounds in Brain Field. If failed, you are unconscious for 2d10 Hours.

SAS Archetypes[edit]

SAS: Gravikinesis[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Dexterity Save, the skills acrobatics, investigation, and slight of hand. If you already had proficiency in any of these skills gain expertise.

Kinetic Weapons

Starting at 1st level, if you have at least 3 psi points. You can use your psionics to have flying weapons that float around, you may use them to make a melee or range attacks. You can have a number of weapons equal to your Intelligence modifier (Minimum 1, Maximum 6). These weapons may immediately return to you as a bonus action when you use a attack or feature that sends them out. Every weapon have their own set of properties shown in the following list:

Weapon Melee/Range Damage Melee Damage Types Range Damage Types Throwing Range Properties
Daggers 1d4/1d8 Slashing/Piercing Piercing 60/180 Light, Finesse, Versatile
Shortswords 1d6/1d6 Slashing/Piercing Slashing/Piercing 40/120 Light, Finesse
Longswords 1d8/1d4 Slashing Slashing/Piercing 20/60 Finesse, Versatile
Greatswords 2d6/1d6 Slashing Piercing 10/20 Heavy, Versatile
Quarterstaff 2d4/1d8 Bludgeoning Bludgeoning 20/60 Reach, Heavy, Versatile
Spears 1d6/2d6 Piercing Piercing 30/90 Reach, Heavy, Versatile

In addition, Starting at 7th level, your kinetic weapons counts as magical for purposes of overcoming resistance and immunity

Psionic Precision

Starting at 3rd level, that the cost of 2 psi point per kinetic weapon as an action, you may launch a number of kinetic weapons equal the number of psi point spent and throw them at any number of target creatures within the weapon's range of you. Make a ranged attack roll for each weapon thrown. For each hit, the target doesn't take any damage, and a weapon becomes embedded in the target for 2 rounds.

In addition, while the targets have at least 1 kinetic weapon embedded in them, they lose 10ft of movement speed per embedded kinetic weapon. The targeted creatures may use a bonus action to remove the kinetic weapons.

Push & Pull

Starting at 7th level, you can use an action on your turn and expend 3 psi points to use your gravity to pull or push objects at a distance. You can move your target up to 30 feet towards or away from you in a straight line as long as the target is within 30 feet of you. If your target is an object being worn or carried by an unwilling creature or a creature itself, the target must succeed in a Strength saving throw against your discipline save DC. If the target weighs more than your carry weight, nothing happens. If the creature or object impacts a solid surface as result of being pushed or pulled, it takes 1d6 points of bludgeoning damage for every 5 feet after 10.

Furthermore, when a physical projectile is fired at a target within 15 feet of you, you can spend 5 psi points and use your reaction to pull the projectile towards yourself, making you the new target of the attack, the attack roll is then rolled against your AC.

Kinetic Force

Starting at 13th level, your kinetic weapon gains a bonus of +3 to attack and damage rolls. A kinetic weapon bound to you also gains this bonus, so long as it does not already give a magical bonus to attack and damage rolls.

In addition, if you have more than one kinetic weapon. The bonus from kinetic force reduced by the number of kinetic weapons bounded to you. (Exp: 1-2 Kinetic Weapon: +3, 3-4 Kinetic Weapons: +2, and 5-6 Kinetic Weapons: +1)

SAS Drive

Starting at 17th level, while Brain Drive is active,


SAS: Pyrokinesis[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Charisma Save, the skills athletics, performance, and persuasion. If you already had proficiency in any of these skills gain expertise.

Pyro

Starting at 1st level, all attacks do an additional 1d4 fire damage. This increases to 2d4 at 7th and 3d4 at 17th level.

In addition, As you gain levels in the Pyrokinesis SAS so does your affinity to fire grow:

  Potent Spark. Starting at 1st level, whenever you roll fire damage with your psionic disciplines on your turn, the roll gains a bonus equal to your Charisma modifier.

  Tempered. At 3rd level, you gain resistance to fire damage.

  Everwarm. At 13th level, you gain resistance to cold damage.

  One with the Flame. Upon reaching 17th level, you gain immunity to fire damage.

Unyielding Blaze

Starting at 3rd level, your mastery of fire overcomes all but the strongest defenses. Your attacks and pyrokinetic disciplines ignore resistance to fire damage. At 13th level you treat immunity to fire damage as resistance.

Heat Wave

Starting at 7th level, you create a powerful strike that sends a cleaving strike in a 10 foot cone. At the cost of 3 psi points, all hostile creatures in range make a Dexterity saving throw. On a failed save, each take 3d6+Charisma modifier fire damage and they must roll a Constitution save or have the burning condition. On a successful save, half as much damage is taken and the creature isn't burning.

In addition, when a creature you can see attacks an ally creature other than you that is within 10 feet of you. At the cost of 5 psi points you can use your reaction to use Heat Wave on the creature, interrupting the attack on the allied creature and taking the damage in their place.

<!-Class Feature->

Starting at 13th level,

SAS Drive

Starting at 17th level, while Brain Drive is active,


SAS: Electrokinesis[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Charisma Save, the skills acrobatics, performance, and intimidation. If you already had proficiency in any of these skills gain expertise.

Electro

Starting at 1st level, all attacks do an additional 1d4 lightning damage. This increases to 2d4 at 7th and 3d4 at 17th level.

In addition, As you gain levels in the Electrokinesis SAS so does your affinity to lightning grow:

  Potent Spark. Starting at 1st level, whenever you roll lightning damage with your psionic disciplines on your turn, the roll gains a bonus equal to your Charisma modifier.

  Storm Forged. At 3rd level, you gain resistance to lightning damage.

  Shock Absorption. At 13th level, you gain resistance to thunder damage.

  One with the Thunder. Upon reaching 17th level, you gain immunity to lightning damage.

Unyielding Storm

Starting at 3rd level, your mastery of lightning overcomes all but the strongest defenses. Your attacks and Electrokinesis disciplines ignore resistance to lightning damage. At 13th level you treat immunity to lightning damage as resistance.

<!-Class Feature->

Starting at 7th level,

<!-Class Feature->

Starting at 13th level,

SAS Drive

Starting at 17th level, while Brain Drive is active,


SAS: Clairvoyance[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Wisdom Save, Herbalism kit, the skills animal handling, nature, and perception. If you already had proficiency in any of these skills gain expertise.

Fast Action

Starting at 1st level, because you use your Clairvoyance to use your abilities you still have time to do more actions, you can make dash, dodge or disengage as bonus action.

In addition at 7th level, you have advantage on attack rolls against a creature that have a turn after yours.

Future Vision

Starting at 3rd level, you can spend 5 psi points to roll 2d20, as a reaction to an attack, ability roll or saving throw of any creature at 60 feet you can change its roll for your view. You cannot use this ability again until you have completed a long rest or have used both dice, for each time you use this ability without having taken a long rest you will have to use 2 extra psi points.

Evasion

Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.

Starting at 12th level, Whenever you fail your Dexterity saving throw, you instead only take half damage.

Accurate Strike

Starting at 13th level, your critical range improves by one, if you do not have previous improvements you will have 19-20, if you already had a critical improvement increase the range by 1. Also Once per turn as a bonus action if you attack a creature that is not within 5 feet of an ally of theirs you can make the attack with advantage, you can only use this ability twice per long rest.

SAS Drive

Starting at 17th level, while Brain Drive is active,


SAS: Duplication[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Dexterity Save, the skills acrobatics, history, and slight of hands. If you already had proficiency in any of these skills gain expertise.

<!-Class Feature->

Starting at 1st level,

Clones

Starting at 3rd level, you gain the ability to create duplicate copies of yourself from your psycho-kinetic abilities. For 3 psi points (per clone) you're capable of summoning a number of clones up to half your Intelligence modifier (Round Down) to a minimum of 1. Each clone has a number of maximum hit points equal to your maximum hit points divided by the number of clones summoned. Each clone loses 2 stat points in Dexterity, Strength and Constitution for every additional clone summoned. The clones summoned can not use any psycho-kinetic abilities, nor can they use your psi points. They share the same features and abilities as the summoner, and are able to communicate through a telepathic bond. Upon dying, the clones disintegrate. The clones remain for two rounds, after that the user must repeatedly make a Constitution saving throw at the start of each turn in order to stop the clones from vanishing on a failure. The DC for clones to remain is DC 18.

Evasion

Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.

Starting at 12th level, Whenever you fail your Dexterity saving throw, you instead only take half damage.

<!-Class Feature->

Starting at 13th level,

SAS Drive

Starting at 17th level, while Brain Drive is active,


SAS: Sclerokinesis[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Constitution Save, the skills athletics, medicine, and survival. If you already had proficiency in any of these skills gain expertise.

Iron Fist

Starting at 1st Level, your use of Psionics manifests as an enhanced understanding and application of physical force. Your unarmed strikes' damage die becomes 1d4, and you may use Dexterity instead of Strength.

The damage dice of your unarmed strikes increases at levels 3rd (1d6), 7th (1d8), 13th (1d10), and 17th (2d6).

Harden Body

Starting at 1st level, Increase the size of your hit dice from a d8 to a d10. You count as one size larger for grappling, and when determining your carrying capacity and the weight you can push, drag, or lift. When you are initiating, defending, or maintaining a grapple, against enemies below your size category, you will roll with advantage. Starting at 13th level, you instead count as a huge creature for the purposes of determining your carry capacity and the weight you can push, drag, or lift.

Seismic Slam

Starting at 3rd level, you create a powerful strike that sends a blast wave out in a 15 foot cone or 10 foot sphere centered on the caster. At the cost of 3 psi points, all hostile creatures in range make a Constitution saving throw. On a failed save, each take 3d6+Constitution modifier force damage, pushed 15 feet, and knocked prone. On a successful save, half as much damage is taken and the creature isn't knocked back and prone.

In addition, when a creature you can see attacks a ally creature other than you that is within 15 feet of you. At the cost of 5 psi points, you can use your reaction to use Seismic Slam on the creature, interrupting the attack on the allied creature and taking the damage in their place.

Destructive Force

Starting at 7th level, you mastered your striking power by unnatural feats. All melee attacks that under the effects of Sclerokinesis Disciplines deal double damage to constructs and structures. In addition, starting at 13th level, all your melee attacks now deal double damage to constructs and structures without the effects of Sclerokinesis Disciplines. Finally at 17th level, all melee attacks that under the effects of Sclerokinesis Disciplines deal triple damage to constructs and structures.

Advanced Training

Starting at 13th level, you gain the ability to leap huge distances; you can now jump 30ft from a standing start horizontally and vertically. In addition, you can now jump x3 times farther with the Training Regiment feature and you no longer need to roll a DC check to pass the save. Finally you no longer take fall damage under 90 feet when using Training Regiment.

SAS Drive

Starting at 17th level, while Brain Drive is active,


SAS: Hypervelocity[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Dexterity Save, the skills acrobatics, investigation, and slight of hands. If you already had proficiency in any of these skills gain expertise.

Hyper Focus

Starting at 1st level, you gain the Temporal Surge cantrip and your base movement speed increases by a additional +10 movement speed. This later increases by an additional +5 movement speed in levels, 3rd, 7th, 13th, and 17th.

In addition, You read things in 1/10 of a second the time it takes other creatures to read them. If you spend at least 2 hours with a creature, you can learn from it a new proficiency. You can choose between a tool proficiency, skill proficiency, weapon proficiency, or a language. You retain the proficiency until you decide to change it for another, using the same process replacing the previously learned proficiency. This is considered light activity.

Quickness

Starting at 3rd level, you can make one additional object interaction in each of your turns. You can take the Dash, Disengage and also make object interactions as a bonus action on your turn.

Evasion

Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.

Starting at 12th level, Whenever you fail your Dexterity saving throw, you instead only take half damage.

Combo Strikes

Starting at 13th level, once in each of your turns when you hit an opponent with two melee weapon attacks on the same turn, you can make one unarmed strike and move 10 feet to any direction, without taking opportunity attacks from your target.

SAS Drive

Starting at 17th level, while Brain Drive is active,


SAS: Teleportation[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Wisdom Save, the skills acrobatics, athletics, and slight of hands. If you already had proficiency in any of these skills gain expertise.

Blurred Battle

Starting at 1st level, you can add your Wisdom modifier to your AC while wearing no armor.

Also, when you take the dodge action, you may spend 3 psi points to add +2 to your AC. This may be done up to two times after you finish a long rest.

Spatial Weapons

Starting at 3th level, you can spend 5 psi points to make your weapons deal force damage for 1 minute. For this duration, you also gain the following benefits:

  • You may spend another 2 psi points to add an extra 2d6 of force damage to your next attack. This can only be done once for the duration.
  • You may spend another 1 psi points to add +1 to the attack roll of your next attack. This effect can stack twice before an attack roll is made.
Evasion

Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.

Starting at 12th level, Whenever you fail your Dexterity saving throw, you instead only take half damage.

Space Warping

Starting at 13th level, when a ranged attack misses you or an ally creature, you can use your reaction to try opening a small portal that sends the projectile back at the attacker. Spend 3 pai points and make a Intelligence saving throw with the DC equal to the missed attack roll. On a successful save, the creature must succeed on a Dexterity saving throw with disadvantage against your discipline save DC or be hit by the attack.

SAS Drive

Starting at 17th level, while Brain Drive is active,


SAS: Invisibility[edit]

Bonus Proficiencies

At 1st level, you gain proficiency in Dexterity Save, disguise kit, thieves’ tools, the skills acrobatics, slight of hands, and stealth. If you already had proficiency in any of these skills gain expertise.

Assassin

Starting at 1st level, you can add your Intelligence modifier to your AC while wearing no armor.

In addition, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if you attack while invisible.

This damage increases to 2d6 at level 3, 3d6 at level 7, and 4d6 at level 13.

Phantom Strike

Starting at 3th level, your attacks are more precise at striking a creatures body. while having advantage to attacks or attacking while invisible, your attacks now critical hit on a 19-20. When you roll a critical hit, you may reroll any damage dice that result in a 1-2.

At 13th level, your weapon attacks score a critical hit on a roll of 18-20.

Evasion

Starting at 7th level, when using your Evasive Maneuvers feature, you can nimbly dodge out of the way of any area effects, such as a red dragon's fiery breath or an Ice Storm spell. Using Evade now allows you to take no damage on a successful save from these area effects, and half damage if you fail.

Starting at 12th level, Whenever you fail your Dexterity saving throw, you instead only take half damage.

Vanish

Starting at 7th level, when a allied creature is effected by an condition or was knocked and moved from their original space. At the cost of 5 psi points, you can use your reaction to make your ally under the effects to be invisible to enemy creatures for 1 round.

<!-Class Feature->

Starting at 13th level,

SAS Drive

Starting at 17th level, while Brain Drive is active,

Disciplines Features[edit]

Disciplines

Alternative Psionic Types[edit]

SAS: Cryokinesis

SAS: Hydrokinesis

SAS: Aerokinesis


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Psionic: Scarlet Nexus class, you must meet these prerequisites: Wisdom 14 and Intelligence 16

Proficiencies. When you multiclass into the Psionic: Scarlet Nexus class, you gain the following proficiencies: light armor, simple weapons, martial weapons and choose one between 2 skills

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