Psychic (5e Class)
From D&D Wiki
- 1 Psychic
- 1.1 Creating a Psychic
- 1.2 Class Features
- 1.3 Psychic Abilities
- 1.3.1 Strong Will
- 1.3.2 Unlocked Telekinesis
- 1.3.3 Mind Touch
- 1.3.4 Mindsight
- 1.3.5 None Can Hide
- 1.3.6 Ability Score Increase
- 1.3.7 Silence Mind
- 1.3.8 Reactive Shield
- 1.3.9 Arcane Mind
- 1.3.10 Dominate Mind
- 1.3.11 Telepathic Flight
- 1.3.12 Indomitable Mind
- 1.3.13 Evolved Intellect
- 1.3.14 Mind Over Matter
- 1.3.15 Mental Disruption
- 1.3.16 Ultimate Mind
- 2 Psychic Spell List
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 Psychic
- Quick Build
You can make a Psychic quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background.
As a Psychic you gain the following class features.
- Hit Points
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Perception, and Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dungeoneer's pack or or (b) a explorer's pack
|1st||+2||Unlocked Telekinesis, Spellcasting, Strong Will||1d4|
|3rd||+2||None Can Hide||1d4|
|4th||+2||Ability Score Improvement||1d6|
|6th||+3||Mind Shield, Arcane Mind||1d6|
|8th||+3||Ability Score Improvement, Telepathic Flight||1d8|
|11th||+4||Mind Over Matter||1d12|
|12th||+4||Ability Score Improvement||1d12|
|13th||+5||Silence Mind Improvement||2d8|
|14th||+5||Mental Deflection, Telepathic Flight Improvement||2d8|
|15th||+5||Indomitable Mind Improvement||2d10|
|16th||+5||Ability Score Improvement||2d10|
|18th||+6||Arcane Mind Improvement||2d12|
|19th||+6||Ability Score Improvement||3d12|
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 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
Knowledge is power quite literally with Psychics, your mind can react faster and deflect projectiles absentmindedly. You gain an unarmored defense equal to 10 + your Intelligence modifier.
|Psychic Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th||5th||6th||7th||8th||9th|
As a Psychic 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 = (Psychic 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 Psychic spell list (Below). You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psychic table.
Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Psychic spell list. The Spells Known column of the Psychic 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 Psychic 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.
At 1st level, your mind's innate psychic abilities are unlocked. You gain resistance to psychic damage.
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 does not include yourself due to your body's natural resistance to psychic powers. The range 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.
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)
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.
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 15 feet of you. You must maintain your concentration for the duration, as though it were a spell. You cannot track or see the psychic aura of undead or constructs, or creatures with an Intelligence of 3 or lower.
You can use this feature twice. When you finish a long rest, you regain your uses of this feature.
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.
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), 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.
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.
At 6th level, you can use an action to copy a spell from a non hostile or unconscious creature within the range of your telepathy, you can cast the spells as if they are in your spell list. You can copy up to 3 in this way before you have to swap spells for others.
At 18th level, You can copy 2 spells of each level and at any time from any enemy within telepathic range.
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.
Starting at 8th level, as an action you may send your conscience out of your body. While doing this your body is unconscious until you put your mind back inside it. While using this ability you lose the power to interact with the world, are immune to conditions, are invisible and silent, gain a flying speed of 60ft and may still use all your psychic abilities. When using this ability, your conscience can go no more than 100 ft away and there must be a unoccupied space between the body and mind. If anything interrupts the path between you and your body, you take force damage equal to your intelligence score and your mind is pulled back into your body. You cannot be reduced below 10 hit points in this manner. If you have a dominated mind or willing creature within 30 ft of your body you can attach your conscience to theirs and move another 100ft from their location.
Beginning at level 14, you don't need a unoccupied space between your mind and body but if there is anything in the distance your mind and body, your conscience will be shown in a blue haze and you will become susceptible to damage.
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 paralysed.
At 10th level you can choose a specific aspect of your psychic abilities to increase.
Your telepathy increases to 60ft, as an action you can double your range
You can add 1/2 of your Intellgience modifier (rounded up) to your psychic attack rolls.
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.
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.
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
- Mage Hand (is invisible for Psychics and considered a Psychic spell)
- Minor Illusion (can be used in the minds of other people)
- True Strike
- 1st Level
- Charm Person
- Compelled Duel
- Comprehend Languages
- Detect Magic
- Floating Disk (is invisible for Psychics)
- Illusory Script
- Silent Image
- Tasha’s Hideous Laughter
- Witch Bolt
- Mind Blast
- Guiding Bolt
- Mind Spike
- 2nd Level
- Alter Self
- Calm Emotions
- Lesser Restoration
- Detect Thoughts
- Hold Person
- Mirror Image
- Phantasmal Force
- See Invisibility
- Zone of Truth
- Psionic Ward (5e Spell)
- Dispel Magic
- Hypnotic Pattern
- Major Image
- Protection from Energy
- Water Walk
- Psyche Drain
- Mind Wipe
- Dimension Door
- Hallucinatory Terrain
- Otiluke’s Resilient Sphere
- Phantasmal Killer
- Animate Objects
- Bigby’s Hand
- Dominate Person
- Legend Lore
- Modify Memory
- Permanency (5e Spell)
- Teleportation Circle
- Wall of Force
- Chain Lightning
- True Seeing
- Mass Mind Wipe
- Magic Jar
- Project Image
- Reverse Gravity
- Extrasensory Strike (5e Spell)
- Dominate Monster
- Mind Blank
- Create Thrall (PHB 110) # of Thralls = (1/2 Int mod)
- Psychic Scream
- Time Stop
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