Psychics (5e Fallout Supplement)

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Psychics are people who have acquired gained powers of the mind. These powers are sometimes present at birth but have also come about due to the FEV, technological experimentation, or ancient alien artifacts. Their abilities can range from simple clairvoyance to mentally manipulation and even mind control. They often appear randomly and are very rare so they often do not group together. However, they do join other organizations or head their own.

Important note: Though magic does exist in the fallout world it is very rare and many do not believe in it so they would be inclined to right it off in some instances. Many spells that effect the mind have the victims know someone is manipulating them after it ends, but here it might be better for the subtler of these spells, like Friends (5e Spell), to go by undetected.

Emergent Psychic[edit]

Medium humanoid (Human), any alignment


Armor Class 12 Explosive; 14 Ballistic, Energy, Melee (Leather Armor)
Hit Points 65 (10d8 + 20)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

Saving Throws Dex +5, Wis +3
Skills Insight +3, Perception +3
Senses passive Perception 11
Languages Common
Challenge 4 (1,100 XP)


Rad Pool. The Emergent has a rad pool of 50 points.

Psychic Powers. The Emergent has evolved the ability to effect the world with its’ mind and can use Charisma to cast the below like a 5th level spellcaster (DC 12 spell save, +4 to hit).

>At will: Mind Sliver (5e Spell), Friends (5e Spell), Message (5e Spell), Minor Illusion (5e Spell)

>4/day each: Charm Person (5e Spell), Expeditious Retreat (5e Spell)

>3/day each: Alter self (5e Spell), Suggestion (5e Spell)

ACTIONS

Multiattack. The Emergent makes three attacks each turn, one psychic and two physical.

Pipe .308 Bolt-Action Pistol. Ranged Weapon Attack: +3 to hit, reach 30/90 ft., one target. Hit: 6 (1d8 + 3) ballistic damage. Must be reloaded after 6 shots. Has the ‘Light’ property.

Combat Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) energy damage. Has the ‘Light’ property.

REACTIONS

Instinctive Charm (recharges after any uses of any non ’at will’ spell) The Emergent attempts to psychically divert an attack against it to another creature. The attacker be visible, within 100ft, and the reaction must be declared before the attack is rolled. The attacker must pass a DC 12 Wisdom saving throw or else the attack is directed to the closest creature not the Emergent itself. If there are multiple possible targets the attacker chooses which one receives the hit.


Emergents are psychics with simple abilities that have only minor effects on the world, most of which staying within the realm of the mind.


Adept Psychic[edit]

Medium humanoid (Human), any alignment


Armor Class 16 Ballistic; 15 Energy, Melee; 14 Explosive (Combat Armor)
Hit Points 71 (11d8 + 22)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 11 (+0) 14 (+2) 18 (+4)

Saving Throws Str +6, Wis +5
Skills Insight +5, Perception +5
Senses passive Perception 12
Languages Common
Challenge 7 (2,900 XP)


Rad Pool. The Adept has a rad pool of 70 points.

Psychic Powers. The Adept has evolved the ability to effect the world with its’ mind and can use Charisma to cast the below spells like a 9th level spellcaster (DC 14 spell save, +6 to hit).

>At will: Fire Bolt (5e Spell), Friends (5e Spell), Message (5e Spell), Minor Illusion (5e Spell)

>4/day each: Charm Person (5e Spell), Cause Fear (5e Spell), Misty Step (5e Spell)

>3/day each: Hold Person (5e Spell), Suggestion (5e Spell), Fireball (5e Spell)

ACTIONS

Multiattack. The Adept makes three attacks each turn, one psychic and two physical.

9mm SMG (MP5). Ranged Weapon Attack: +4 to hit, range 50/150 ft., one target. Hit: 9 (1d10 + 4) ballistic damage. Must be reloaded after 6 shots.

Mantis Gauntlet. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 10 (1d10 + 5) melee damage.

REACTIONS

Instinctive Charm (recharges after any uses of any non ’at will’ spell) The Adept attempts to psychically divert an attack against it to another creature. The attacker be visible, within 100ft, and the reaction must be declared before the attack is rolled. The attacker must pass a DC 15 Wisdom saving throw or else the attack is directed to the closest creature not the Adept itself. If there are multiple possible targets the attacker chooses which one receives the hit.


The Adept is a psychic who’s powers have grown to a point where it can begin to twist reality to the users will.


Expert Psychic[edit]

Medium humanoid (Human), any alignment


Armor Class 14 Explosive; 16 Ballistic, Energy, Melee
Hit Points 82 (11d8 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 18 (+4)

Saving Throws Str +7, Dex +6, Wis +6
Skills Insight +6, Intimidation +8, Perception +6
Senses passive Perception 12
Languages Common
Challenge 10 (5,900 XP)


Rad Pool. The Expert has a rad pool of 100 points.

Psychic Powers. The Expert has devolved the ability to effect the world with its’ mind and can use Charisma to cast the below spells at the 15th level (DC 15 spell save, +7 to hit).

>At will: Fire Bolt (5e Spell), Friends (5e Spell), Message (5e Spell), Minor Illusion (5e Spell)

>4/day each: Mage Armor (5e Spell), Cause Fear (5e Spell), Far Step (5e Spell)

>3/day each: Hold Person (5e Spell), Detect Thoughts (5e Spell), Fireball (5e Spell)

>2/day each: Rary’s Telepathic bond (5e Spell), Telekinesis (5e Spell)

ACTIONS

Multiattack. The Adept makes four attacks each turn, two psychic and two physical.

Ballistic Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) explosive damage.

12.7mm Submachine Gun. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 10 (2d6 + 3) ballistic damage. Must be reloaded after 7 shots.

REACTIONS

Instinctive Charm (recharges after any uses of any non ’at will’ spell) The Expert attempts to psychically divert an attack against it to another creature. The attacker be visible, within 100ft, and the reaction must be declared before the attack is rolled. The attacker must pass a DC 15 Wisdom saving throw or else the attack is directed to the closest creature not the Adept itself. If there are multiple possible targets the attacker chooses which one receives the hit.


Cult Priest[edit]

Medium humanoid (Human), any evil alignment


Armor Class 16 Ballistic, Energy, Melee; Explosive; 14
Hit Points 105 (14d8 + 42)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 8 (-1) 15 (+2) 20 (+5)

Saving Throws Con +7, Wis +6
Skills Insight +6, Intimidation +9, Perception +6
Senses passive Perception 13
Languages Common
Challenge 12 (8,400 XP)


Rad Pool. The Cult Priest has a rad pool of 120 points.

Psychic Powers. The Cult Priest has devolved the ability to effect the world with its’ mind and can use Charisma to cast the below spells at the 15th level (DC 15 spell save, +7 to hit).

>At will: Death Bolt (5e Spell), Desecrate Strike (5e Spell), Halt (5e Spell), Minor Illusion (5e Spell)

>4/day each: Arcane Crush (5e Spell), Cause Fear (5e Spell), Far Step (5e Spell)

>3/day each: Hold Person (5e Spell), Air Shield (5e Spell), Suggestion (5e Spell)

>2/day each: Telekinesis (5e Spell), Crushing Gravity (5e Spell)

ACTIONS

Multiattack. The Cult Priest makes four attacks each turn, two psychic and two physical.

Gamma Gun. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 12 (2d8 + 3) radiation damage. Must be reloaded after 8 shots.

Fire Axe. Melee Weapon Attack: +3 to hit, range 10 ft., one target. Hit: 14 (2d10 + 3) melee damage.

Flash Bang . Ranged Weapon Attack: +2 to hit, range 30/60 ft., one target. On a miss the Flash Band’s target area is moved 10 ft in a random direction. Regardless of a hit or miss, any creature within 5 ft of the attack must make a DC 15 Constitution saving throw or be stunned until end of its next turn.

REACTIONS

Friends on the Other Side (recharges after any uses of any non ’at will’ spell) If the Cult Priest is delt damage his patron will attempt damage the attacker. The target must make DC 15 Charisma saving throw or else be deal half the damage, rounded down, it just dealt.


The Cult Priest is a psychic who’s powers seem darker than it’s counter part's. They to appear come from a source not of this plane of existence.


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