Simple Psychic (5e Variant Rule)

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Simple Psychic[edit]

Psychic Skills[edit]

Each mental ability: Intelligence, Wisdom and Charisma, are responsible for some type of psychic power. Different of normal skills, you can't use a psychic skill unless you have proficiency in the skill.

When you are using a Psychic Skill, you need to concentrate on it, as if you were concentrating on a spell.

Charisma (Telekinesis)[edit]

A character proficient in Charisma (Telekinesis) can move objects with the power of the mind.

Range

The range of your telekinesis equals your Charisma score + your proficiency bonus in feet. For the purposes of using telekinesis, you are considered to be on that location for interact with objects and ability checks that require your physical presence in a place.

Telekinetic Strength

A character proficient in telekinesis can carry weight with the power of the mind in the same manner a strong individual would do with the power of its muscles. The Carrying Capacity, and Push, Drag or Lift weights is calculated in the same manner as normal Lifting and Carrying rules, but using your Charisma modifier, instead of Strength.

Size

For mechanical effects, your proficiency in telekinesis determines your size for effects of using telekinesis, as follows: +2 proficiency (tiny), +3 proficiency (small), +4 proficiency (medium), +5 proficiency (large), +6 proficiency (huge), +7 or higher proficiency (gargantuan).

Combat
  • You can make unarmed strikes using telekinesis, using your Charisma, instead of your Strength for attacks and damage rolls.
  • You can take the Shove and Grapple actions with telekinesis. You use your Charisma (Telekinesis) instead of your Strength (Athletics) for these checks.
  • You can make attacks with a weapon you hold with telekinesis. While holding a weapon using telekinesis, you can't take any other action with this skill other than moving the weapon and attacking with it. You can move the weapon a number of feet equal to your Charisma score + your proficiency bonus at each turn, without using an action.
Interacting With Objects and Creatures

You can physically interact with any objects within your telekinesis range as if you were adjacent to it.

Wisdom (Telepathy)[edit]

A character proficient in Wisdom (Telepathy) can communicate with creatures using its mind.

Range

The range of your telepathy equals your Wisdom score + your proficiency bonus in feet. For the purposes of using telekinesis, you are considered to be on that location for interact with objects and ability checks that require your physical presence in a place.

Communication

You can communicate telepathically with any creature who shares a language with you within range. A unwillingly creature can make a Wisdom saving throw contested by your Wisdom (Telepathy) check to resist.

Emotive Telepathy

You can try to sense the emotions of creatures within range. Make a Wisdom (Telepathy) check versus the target's Charisma (Deception). On a win, you can learn the current emotion on that creature and if the creature sees you as friendly, hostile or indifferent.

You can also try to imprint an emotion on that creature. If you make a Wisdom (Telepathy) contested by the target's Wisdom (Insight), on a win, you can give yourself advantage on all Charisma checks you make against it for the next minute. On a failure, the target knows you tried to influence its emotions.

Sense Minds

You can use your action to try to sense minds of creatures within range. Make a Wisdom (Telepathy) against a DC of 15. On a success, you detect the mind of any creature with the Intelligence score of 3 or higher within range and its exact position.

Intelligence (Panmnesia)[edit]

Panmnesia is the psychic ability that allows one to perfect control its own memory.

Perfect Recollection

You can perfect recall anything you have seen or heard. Make an Intelligence (Panmnesia) check against a DC of 10 + 1 for each month passed. On a success, you recall the information you seek.

Mind Library

You can make an Intelligence (Panmnesia) check against a DC of 15 to try to recall information from researches and academic knowledge you have. On a success, you have advantage on the next Intelligence check you make that adds your proficiency bonus.

Fast Learning

You can make an Intelligence (Panmnesia) check against a DC of 20 to try to learn information quickly. On a success, the time and money spent to copy a new spell or learn a new skill is halved.

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