Wanderer (5e Class)
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- 1 The wanderer
- 1.1 Otherworldly power
- 1.2 Creating a wanderer
- 1.3 Class Features
- 1.4 Psionics
- 1.5 Psionic nature
- 1.6 Ability Score Increase
- 1.7 Life Tap
- 1.8 Metapsionics
- 1.9 Awakened Soul
- 1.10 Psionic Nature
- 1.11 Psionic Disciplines & Talents
- 1.12 Multiclassing
A young girl wanders poorly lit halls, nursing her throbbing head. Behind her, the remains of a magical laboratory smolder and burns. Along with those of who would stop her leaving. A group of hobgoblins decide that a caravan is easy pickings, particularly the one traveler lingering at the back. As they raise their crossbows, the lone traveler lets out a burst of gleeful laughter, tearing into them with an explosive force as their bolts fail to connect with their elusive target. A robed figure stands amongst his comrades in arms on the battlefield, screaming his head off while hurling bolts of ice and fire at their enemies. As his adversaries close the distance, he lets out an even louder scream; a slick creature of strange appendages appearing from thin air to guard its calling master.
Like mystics or psions, wanderers are wielders of the mind. However, where mystics obtain their powers through study and introspection, wanderers, much like sorcerers perhaps, discover their powers spontaneously. As such, they are even rarer than mystics, and often misidentify their powers as magical in nature. Compared to the disciplined mystics, wanderers are powerful, but unstable. They have the ability to temporarily gain extraordinary psionic strength, but by doing so risk overexerting themselves, leaving themselves helpless at inopportune times.
It is not entirely known where psychic powers come from. Some scholar state that the energies are drawn from the heart, pouring forth along emotions such as love or hate. Other state that it is drawn from the brain, following cold logic and refined discipline. Others still believe it is drawn from something far more elusive to grasp – a higher drive that is within us all, subtly guiding us, but only rarely awakens to its full potential. Regardless of these beliefs, there is one place where psychics are more common than not; the Far Realm. As a place where the laws of reality fray and dissolve, inhabited with terrible intelligences not concerned with mortal (or even divine) morality, the Far Realm can offer insight in the underpinnings that dictate the form and nature of reality. Indeed, planar incursions of the Far Realm into the material often have repercussions of this nature. The tumult caused by such an incursion creates echoes that can disturb and awaken minds that would otherwise slumber. Such awakened creatures look on the world in the same way that creatures existing in three dimensions might look on a two dimensional realm. They see possibilities, options, and connections that are unfathomable to those with a more limited view of reality.
It is said that wanderers are either born or made. As often as they are born naturally, they also arise from years of research and experimentation by unscrupulous scholars. Such scholars are often driven to seek that “higher understanding” psychics have for themselves, disregarding all safeties to pursue their research. Such as the proper care of subjects, or the repercussions such research might have upon the world. To say such efforts can often end in tragedy would perhaps be superfluous.
Creating a wanderer
When creating a wanderer, consider your character’s background. How did you become a wanderer? Did you discover your powers on your own? If so, under what circumstances? When did you realise your “magicks” weren’t sorcery (or have you realised this, even)? Were you the unfortunate victim of unethical experiments? Was there someone in your life to give you guidance in your newfound abilities, and what sort of relationship did you have with them?
Besides your background, you should also consider your character’s potential future. Why have they become an adventurer? Was there a task set for you by your master? Or are you seeking someone who can help you? Are you looking for more of your kind? Or do you seek revenge for what was done to you?
- Quick Build
You can make a wanderer quickly by following these suggestions. First, charisma should be your highest ability score, followed by dexterity or constitution. Second, choose either the Psychic or Experiment background. Third, choose a dagger, a shortbow with quiver and an explorer's pack.
As a Wanderer you gain the following class features.
- Hit Points
Saving Throws: Dexterity, Charisma
Skills: Choose two skills from Arcana, Deception, History, Intimidation, Persuasion, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) a shortbow and a quiver of 20 arrows or (b) a shortsword
- (a) an explorer’s pack or (b) a dungeoneering pack or (c) an entertainer's pack
- If you are using starting wealth, you have 5d4 x 10 gp worth of equipment in funds.
|Features||Talents known||Disciplines known||Psi points||Psi limit|
|1st||+2||Psionics, Wild Surge +1, Psychic enervation, Psionic Nature||2||2||4||2|
|3rd||+2||Wild Surge +2, Psionic Nature||2||3||9||3|
|4th||+2||Ability Score Improvement||3||3||11||3|
|7th||+3||Wild Surge +3||3||4||19||5|
|8th||+3||Ability Score Improvement||3||4||21||5|
|11th||+4||Wild Surge +4||4||5||29||7|
|12th||+4||Ability Score Improvement||4||5||31||7|
|15th||+5||Wild Surge +5||4||6||39||9|
|16th||+5||Ability Score Improvement||4||6||41||9|
|18th||+6||Wild Surge +6||5||6||46||10|
|19th||+6||Ability Score Improvement||5||6||49||10|
As a student of psionics, you can master and use psionic talents and disciplines, the rules for which appear in the Psion, 3rd variant class description. Psionics is a special form of magic use, distinct from spellcasting.
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know two psionic talents of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Wanderer table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent. you draw your psionic talents from the mystic talent listmystic discipline list or the Psion talent list. Additional talents are listed below.
A psionic discipline is a grouping of effects that allows a wanderer to manifest psychic powers. A wanderer knows their disciplines innately, but only masters a few of them during their career. At 1st level, you know two psionic disciplines of your choice. The Disciplines Known column of the Wanderer 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. You draw your psionic disciplines from the Mystic discipline list, or the Psion discipline list. Additional disciplines are listed below.
You have an internal reservoir of mental energy that can be devoted to psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your Wanderer level, as shown in the Psi Points column of the Wanderer 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.
A wanderer can open the floodgates from the depths of her mind, resulting in a wild surge when she uses a discipline. During a wild surge, a wanderer gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below). A wanderer can choose to invoke a wild surge whenever she manifests a psychic effect. By doing so, she can generate a temporary pool of additional psi points to augment the effect with or to apply metapsionic options or to power additional discipline effects. These temporary psi points last for that manifestation alone and the initial psi point cost must still be paid. A wanderer may choose to forgo the use of a wild surge when manifesting a discipline effect (paying the psi point cost normally, but not risk incurring psychic enervation), but must still abide by her psi limit. Talents cannot be augmented with wild surges.
|Psi points generated||Psychic Enervation||Roll under (1d20)|
At first level, she can extend her temporary psi point pool by one during a wild surge. At 3rd level, she can increase it by two. At 7th level, up to three; at 11th level, up to four; at 15th level, up to five; and at 18th level, up to six. In all cases, only the unaugmented psi point cost is subtracted from the wanderer’s psi point reserve.
Pushing oneself by invoking a wild surge is dangerous. Immediately following each surge, a wanderer may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per intensity level added with the wild surge. A wanderer who is overcome by psychic enervation cannot manifest psionic effects on her next turn and loses a number of psi points equal to the maximum amount of psi points she could generate through a wild surge.
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 roll a Constitution check. If you are succesful, you gain its psychic focus benefit, which is detailed in that discipline’s description. The DC for the check is determined by the rules for concentrating on spells - it is easier to gain psychic focus in a distraction-free enviroment. The benefit lasts until you are incapacitated, you spend it 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. At the DM's discretion, maintaining psionic focus may prompt another Constitution check if damage is taken or enviromental circumstances are severe enough.
Charisma is your psionic ability for your psionic disciplines. You use your Charisma 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 Charisma modifier
Discipline attack modifier = your proficiency bonus + your Charisma modifier
At 1st level, you choose your Psionic Nature: Passionate, Warped, or Far-flung, each of which is detailed at the end of the class description. Each nature reflects the deeper source from which you draw your psionic strength. Your nature gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.
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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Starting at 2nd level, whenever you finish a short rest, you may spend a number of hit dice from your available hit dice pool to regain psi points. You do not add any modifier to the dice roll. The dice used is spent; you may not use it to regain hit points during that resting period or future ones until it is regained after a long rest.
As you grow in experience, you learn that you cannot only shape the world with your mind, but also affect the energies used to do so. Starting 5th level, you learn to twist your disciplines in certain ways and gain one metapsionic option. Utilising this option increases the psi point cost of the effect manifested and requires that you expend your focus, as detailed below. You gain an additional metapsionic option at 10th, 13th and 17th level.
- Careful Effect
- When you manifest an effect that forces other creatures to make a saving throw, you can protect some of those creatures from the effect's full force. To do so, you spend one additional psi point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the effect.
- Chain Effect
- You can chain any effect that affects a single target and that deals damage. After the primary target is struck, the effect can arc to a number of secondary targets up to four. The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw, if one is allowed by the effect. You choose secondary targets as you like, but they must all be within 10 feet of the primary target, and no target can be struck more than once. Using this option raises the psi point of the effect manifested by 4 and counts against your psi limit to manifest effects.
- Delay Effect
- By spending two psi points, you can delay the activation of a discipline effect by one round. Spending two additional points allows you to delay said activation by two rounds.
- Echoing effect
- when you manifest an effect that affects an area, you can chose to let it erupt again at that location at a later moment. By spending 3 psi points, the effect activates again on your turn during the next round.
- Empowered effect
- When you roll damage for an effect, you can spend 1 psi point to reroll a number of the damage dice up to your charisma modifier (minimum of one). You must use the new rolls.
- Extend Effect
- By spending an additional psi point when manifesting an effect, you can extend the distance a effect can affect by 30 feet. You cannot apply this metapsionic option to effects that do not have a range, or that require you to touch the creature targetted. By spending two additional psi points, you can extend the distance by 60 feet instead.
- Heightened effect
- When you manifest an effect that forces a creature to make a saving throw to resist its effects, you can spend 2 psi points to give one target of the effect disadvantage on its saving throw made against the effect.
- Seeking effect
- As a reaction when you miss with a ranged effect, you can spend 2 psi points and repeat the attack roll against the same target.
- Twin effect
- When you manifest an effect that targets only one creature and doesn't have a range of self, you can spend a number of psi points equal to the effect’s psi point cost to target a second creature in range with the same spell (1 psi point if the spell is a talent).
- Unconditional effect
- Your mental strength is strong enough to overcome otherwise disabling conditions. By spending 3 additional psi points, you can manifest an effect when you are incapacitated, paralysed, restrained or unconscious. This option can only be applied to effects that target yourself. You do not need to spend your psionic focus to use this option. This option cannot be used when you are dying.
Once you reach 20th level, your psionic nature surmount your entire being, causing you to become something more than a mere mortal. You gain the following features:
- You no longer age. You no longer need to eat or drink, but you can still gain benefits from doing so.
- You regain 1d6 psi points if you finish a short rest. This is in addition to any hit dice you may want to spend using the Life Tap feature of this class.
- Once per day, you can use a wild surge without suffering the risk of enervation. This feature recharges after you finish a long rest.
- If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d6 days later on the plane of existence where you died, having gained the benefits of one long rest.
Not every psychic is the same. Your psionic nature indicates the source from where you draw your power and gives you additional features at first, 3rd, 6th and 14th level.
While logic and reason often provide direction and instruction on how to do something, emotions more often than not provide the drive needed to begin doing things in the first place. Angry people seek the source of said anger to quell it, whilst loving people seek to protect others. In you, emotion provides the strength of your psionics, allowing you to empathise with others or rile them up into a fury.
Starting at first level, a passionate wanderer’s intuition supersedes her intellect, alerting her to danger. Whenever a creature targets you with an attack roll, you can use your reaction to impose disadvantage on said roll.
- Surging Euphoria
Starting at 3rd level, when a wanderer uses her wild surge ability, she gains a +1 bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the size of the psi point pool generated by the wild surge. If a wanderer is overcome by psychic enervation following her wild surge, she does not gain the bonus for this use of her wild surge ability. At 9th level, the bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 15th level, the bonus increases to +3.
- Psychic Backlash
At 6th level, when you are hit by a melee attack, you can use your reaction to deal psychic damage to the attacker. The damage dealt equals your wanderer level. The attack must also make a Charisma saving throw against your wanderer discipline save DC. On a failed save, the attack is pushed in a straight line up to 10 feet away.
- Master of Emotion
At 14th level, you gain a measure of control over the emotional torrents that drive your psionics, making you difficult to manipulate. Whenever you are the target of a charm effect, you gain advantage on the saving throws. In addition, you can grant this protection to others if they are within 20 feet of you. Doing so requires you to spend your psychic focus and spent 1 psi point for every ally you wish to protect. You can protect a number of people up to your Charisma modifier.
Deep within the Astral Sea, the detritus of lost thoughts gather. Forgotten dreams mix with vented emotions and conflicting ideas to create a confusing mindscape of unearthly, visceral and cerebral matter. Here, thoughts blow like the wind, and through their mixing, unknowable intelligences come to be. This warped nature is from where you draw you strength. And as such, you are more bound to and influenced by the thoughts of others than other psychics. Sometimes you have difficulty hearing above all the voices in your head, but, you also have a greater pool from you draw strength.
At first level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature 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.
- Empowered Surge
Starting at 3th level, you learn how to draw even more power from a wild surge. Whenever you risk a wild surge, the psi point pool supplied increases by one. At 10th level, the psi point pool increases by two. The chance to suffer psychic enervation does not increase.
- Psychic Distraction
Starting at 6th level, you have the ability to twist fate using your psionics. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend two psi to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.
- Reckless Surge
Starting 14th level, you learn to draw even more power from a wild surge. You gain the ability to power a discipline’s effects entirely through a wild surge alone. Doing so is dangerous – the chance your psychics backfire increases by 10% in addition to the normal chance you have for suffering psychic enervation. However, you do not have to spent any psi points to manifest the effects. You have one use of this feature per day, which recharges once you finish a short rest.
Some look to the heart to find the answers they seek, passionate and emotional. Others, to the head, with solid reasoning and logic. You, on the other hand, look for the skies – or perhaps more accurately, to something beyond the skies. There is something beyond – intelligences older than you, than the world, whispering terrible secrets. Something others don’t notice, or even understand – but you do. You hear their voices in your dreams, or in the whispering of the wind. And they tell you where to draw power from.
At first level, you learn one additional talent. Alternatively, you may select one skill, language or weapon instead, with which you gain proficiency.
- Knitting Tissues
Starting at 3rd level, you can draw vigour from the surge of mental energy you use to power your psionic powers. Immediately after you succeed on a wild surge, you can take a bonus action to regain hit points equal to the number of psi points generated by the wild surge. Hit points gained in excess are lost.
- Potent Talent
Starting at 6th level, your damaging talents affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your talent, the creature takes half the talent’s damage (if any) but suffers no additional effect from the talent.
- Dimensional Slip
At 14th level, your surges warp local reality, allowing you to redefine where you are at a whim. When you succeed on a wild surge, you may use a bonus action to teleport 5 feet per psi point generated by the wild surge, up to a total of 30 feet. Your teleport must end in an unoccupied space that you can see.
Psionic Disciplines & Talents
A wanderer draws her disciplines from the Mystic discipline list or the Psion discipline list. Likewise talents are drawn from these lists as well. The following discipline and talents are in addition to these lists and are not exclusive to wanderers.
Immortal discipline You have learned to mutate your bodily form or that of affect that of others in gruesome ways with the power of your mind.
Psychic focus: While focused on this discipline, you gain advantage on saving throws to effects that would transform you, such as petrification or baleful polymorph effects.
- Horrid Appendage (1 – 7 psi)
- As a bonus action, you mutate one arm into a more combative form. You replace your unarmed strike with a natural weapon which deals 1d4 + your Strength modifier slashing damage. This transformation lasts for 1 minute, unless you choose to end it prematurely as a bonus action. For every additional psi point spent manifesting this effect, the size of the damage die increases as follows; 1d4, 1d6, 1d8, 1d10, 1d12, 2d6, 3d6.
- Extend Appendages (2 psi)
- As a bonus action, you extend the reach one of your appendage by 5 feet for one round. By spending an additional 3 psi points, you gain a reach up to 15 feet. The extension lasts until the end of your next turn.
- Arms of Plenty (2 psi. conc., 1 minute)
- As an action, you force your body to grow an additional limb to attack with. You gain one claw attack (1d4 + Strength slashing damage) as an off-hand attack. By spending 3 additional psi points (5 points total), you grow an additional claw arm to attack with (2d4 + Strength slashing damage). By spending an additional 2 psi points (7 points total), you grow another claw arm (3d4 + Strength slashing damage).
- Undulant Innards (3 psi, conc., 1 min.)
- As an action, you mentally force the organs of a creature you touch to actively squirm and slither about, attempting to avoid damage. Said creature becomes immune to extra damage of critical hits and sneak attacks. They receive the minimum amount of damage from a fall and gain advantage on saving throws against poison, disease and paralysis.
- Heart Agitation (4 psi, conc., 1 minute)
- As an action, you attempt to twist and interfere with one creature’s vital organs. A creature that you can see within 60 feet of you must make a Constitution save. On a failure, it has disadvantage on attacks, Strength saving throws, Dexterity saving throws and Constitution saving throws until your concentration ends.
- Flesh motes (5 psi, conc., 1 hr.)
- As an action, you tear off and animate pieces of your flesh. Within ten feet of you in an unoccupied space, you create up to four small, fleshy monstrosities which have 10 hp and an armor class of 15. Each of these monstrosities has one tentacle attack dealing 2d6 bludgeoning damage. The monstrosities can fly up to 30 feet per round with perfect manuverbility. Each can carry up to 25 lbs, or more when working together. You are connected to these monstrosities and share their senses. However, half of the damage they recieve is transferred back to you. As a bonus action on your turn, you can telepathically command the flesh motes to move up to their full speed and make a melee attack within five feet of them. You can dismiss the motes as a bonus action, causing them to bubble and fizz out of existance.
- Fuse flesh (6 psi, conc., 10 min.)
- You warp and twist the flesh of one creature you touch, causing it to grow out of control and envelop them. As an action, you cause the touched subject’s flesh to ripple, grow together, and fuse into a nearly seamless whole. The target must make a Constitution saving throw or become paralyzed. The target is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The subject retains the ability to breathe, eat, and excrete, but may lose the use of its senses. If the sudden transformation would prove fatal to the creature (such as fusing a swimming airbreathing subject, or a flying subject), the target gets advantage on it's saving throw. If the target fails it's initial saving throw, it must immediately make a second Constitution saving throw. If this save fails, the creature's eyes and ears fuse over, effectively blinding and deafening it. Incorporeal or gaseous creatures and creatures not composed of flesh are immune to this effect, and a shapechanger can revert to its unfused form as a standard action.
- Form of Doom (7 psi)
- You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. As an action, you transform into a nightmarish version of yourself, gaining a number of benefits. You gain a +3 bonus to your armor class. You gain four tentacles, with which you can make melee attacks against creatures in reach. When you hit in this manner, you deal 2d8 +strength modifier bludgeoning damage. This attack is made instead of using your normal attacks. The tentacle attacks must target seperate creatures - you cannot target a single creature with multiple tentacle attacks. In this frightening new form, attack rolls made gainst you are done so with disadvantage. This benefit is negated if the creature making the attack roll is immune to the frightened condition. Your transformation lasts for ten minutes, until you die, or unless you end it as a bonus action.
Nomadic paradox discipline
Nomadic discipline Sometimes the greatest step is the smallest of them all.
Psychic focus: By emptying your mind of all distractions, you scorn the very ground you walk on. Instead, you chose to hover in the air. While focused on this discipline, you ignore difficult terrain when moving. In addition, you are immune to damage from caltrops or spikes, and do not trigger floor-based pressure plates. You can also easily reach up the highest levels of shelves.
- Spatial shortcut (1 - 7 psi)
- As a bonus action, your next melee attack gains 5 feet reach per psi point spent, up to a total of 35 feet. Your reach can bypass barriers in place, but only if you are able to see your target through them.
- Steadfast position (3 psi - 7 psi, conc., 1 min.)
- By stiffening reality, you anchor one creature in place. As an action, you grant advantage against effects that would push said creature, such as shoving attacks, violent windstorms, or the psychic hammer talent. This effect does not prevent the creature from being hit or taking damage, only the push effect. By spending additional psi points, you can grant this advantage to additional creatures, up to your charisma bonus. For each additional creature you protect, the psi point cost increases by one.
- Dimensional lock (4 psi, conc., 1 min.)
- By conjuring up a storm of mental energy, you twist and disrupt interplanal paths that could be used to assail you. As an action, you designate a spot within 30 feet of you. A sphere of psychic energy centered forms around that spot, 20 foot in size, preventing teleportation into it. Creatures attempting to teleport into this protected area must make an Intelligence saving throw. On a failure, they take 4d10 psychic damage and are forced to appear at the outer perimeter of the sphere. They take half as much damage on a succesful saving throw and appear within the sphere at their intended destination. By spending an additional 2 psi points, you grant disadvantage to creatures attempting to teleport into the sphere.
- Etherealness (5 psi, conc., 1 hour)
- As an action, you gain the benefits of the spell Etherealness. By spending an additional 2 psi points, you can target up to three willing creatures (including you) and grant the benefits of Etherealness to them. The creatures must be within 10 feet of you when you cast the spell. You, and any creature you took with you, return to your plane of origin after your concentration ends or when you dismiss the effect as a bonus action.
- Microcosmos (7 psi, 1 hour)
- Through the strength of sheer will, you create a link to a microscopic universe on the Ethereal Plane. As an action, you create a shadowy doorway to a Demiplane, drawn form your mind. The demiplane can be of any shape, but it's contents are limited to a 30 feet cube. The walls can be made of semi-translucent crystal or solid night's sky, while the floor ripples like dark, still water. This effect otherwise mimics the spell, with all it's advantages and limitations.
Psychic construct discipline
Awakened discipline You call upon your memories, experiences and imagination to create a temporary ally to fight with you.
Psychic focus: When you are focused on this discipline, you gain a bonus to your psi limit equal to your proficiency bonus. This bonus counts for the purpose of manifesting astral constructs only.
- Imaginary friend (x psi, conc., 1 hour)
- As an action, you use your imagination and memory to craft a mental construct to fight beside you. It forms up to ten feet from you in an unoccupied space and can take it's turn immediately upon manifestation. The construct obeys any verbal or telepathic command that you issue to it (no action required by you). If you don’t issue any commands, it will defend itself from hostile creatures, but otherwise take no actions other than wandering around randomly. A psychic construct has one of three body shapes (detailed below), which determine it's its starting size, speed, AC, attacks, and saving throw proficiencies. Regardless of body type, the construct has 1d8 + Constitution modifier hit points per the manifester's character level. In addition to it's body type, the construct features may be modified with additional effects, each possessing a psi point cost. The construct shares any special senses (such as Darkvision) that the manifester has, and uses the manifester's proficiency bonus. It's attributes are all 12 (+1 modifier) though body types increase certain attributes, and unless modified by effects (see below). Constructs have multiple attacks, determined by their manifester's character level. They can perform two natural attacks at first level, three at 5th level, four at 9th level, five at 13th level and finally six at 17th level. A psychic construct is considered a monstrosity for the purpose of determining spell effects. To determine the cost of the manifested construct, add all the psi costs of the effects chosen together. A base construct without any additional effects costs 2 psi points to manifest. The construct lasts for 1 hour, until it's hit points are depleted or until you dismiss it as a bonus action. Due to the complex nature of manifesting constructs, wild surges cannot be used to augment them.
- Body types
AC: 12 + Dexterity modifier
Attacks: Bite (1d6)
Saving throws: Dexterity and Constitution
Special: A quadrupedal construct gains +2 Strength.
AC: 12 + Dexterity modifier
Attacks: Bite (1d6), claws (1d4)
Saving throws: Strength and Constitution
Special: A bipedal construct gains + 2 Charisma.
AC: 12 + Dexterity modifier
Attacks: Tentacles (1d6)
Saving throws: Constitution and Charisma
Special: An amorphous construct gains +2 Constitution.
In addition to a body type, a construct may be manifested with additional effects:
- Bite (1 - 6 psi)
- The construct gains a maw, full of razor-sharp teeth, giving it a bite attack. The bite deals 1d6 + Strength mod points of piercing damage (1d8 if Large, 2d6 if Huge). This effect can be selected more than once. A construct cannot make more bite attacks in a turn than the number of bite effects it has.
- Tentacle (1 - 6 psi)
- The construct gains a long, sinuous tentacle, granting it a tentacle attack. The tentacle attack deals 1d4 + Strength or Dexterity points of bludgeoning damage (1d6 if Large, 1d8 if Huge). A tentacle attack can be made as a bonus action when the attack action is made, dealing 1d4 points of damage with no ability modifier. This effect can be selected more than once. A construct cannot make more tentacle attacks in a turn than the number of tentacle effects it has.
- Pincer (1 - 6 psi)
- The construct grows a large pincer. The pincer deal 1d6 + Strength points of slashing damage (1d8 if Large, 2d6 if Huge). A pincer attack can be made as a bonus action when the attack action is made, dealing 1d6 points of damage with no ability modifier. The construct cannot make more pincer attacks in a turn than the number of pincer evolutions it has.
- Hardy form (1 - 7 psi)
- The construct's physicality is reinforced by the strength of your mind. For each psi point spent, your construct gains two hit points.
- Gore (2 psi)
- The construct grows a number of horns on its body, giving it a gore attack. This attack is a primary attack. The gore deals 1d8 + Strength points of piercing damage (1d10 if Large, 2d8 if Huge).
- Ability Increase (2 psi)
- The construct grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the construct's ability scores by +2. This evolution can be selected more than once. This cannot increase an ability score above 20.
- Resist Energy (2 psi)
- The construct’s form takes on a resiliency to one particular energy type. Pick one energy type (acid, cold, lighting, fire, poison, or thunder). The construct gains resist resistance to that energy type. This effect can be selected more than once. Its effects do not stack. Each time a construct gains this effect, it applies to a different energy type.
- Swift (2 psi)
- The construct becomes faster, increasing its speed by 10. This effect can be taken multiple times. Its effects stack.
- Tough Hide (2 psi)
- The construct's skin toughens, granting it additional defense. It gains a +2 bonus to AC. This effect can be taken multiple times. Its effects stack.
- Awakened mind (3 psi)
- You subsume part of the contstruct's mind, granting it the ability to use one of your psychic talents. This effect can be taken multiple times, but only once for each talent you posses. The construct uses your psionic abilities to determine attack rolls and save DCs.
- Hover (3 psi)
- The construct becomes psychically boyant and hovers around two to four feet from the ground. It can move with a speed of 20 feet and ignores difficult terrain whilst it hovers. It can still use it's natural move speed, but not ignore difficult terrain in return.
- Large (4 psi)
- The construct grows in size, becoming Large. The construct gains a +4 bonus to Strength, a +4 bonus to Constitution, to a maximum of 22, a +2 bonus to its natural armor, disadvantage on Stealth skill checks. If the construct has the bipedal body type, it also gains 10-foot reach. The construct must be Medium to take this effect. If 6 psi points are spent, the construct instead becomes Huge. The construct gains a +8 bonus to Strength, a +8 bonus to Constitution, to a maximum of 24, and a +5 bonus to its natural armor, 10-foot reach, and disadvantage on Stealth checks. If the construct has the bipedal body type, its reach increases to 15 feet (10 feet for all other base forms). Any reach evolutions the construct possesses are added to this total. It deals an extra 2d4 damage with its natural attacks. These bonuses and penalties replace, and do not stack with, those gained from becoming Large.
- Spell Resistance (6 psi)
- The construct becomes protected against magic, gaining spell resistance. It gains advantage on saving throws against magical effects.
- Detect Psionics – Psionic talent
As an action, you focus your mind and close it off to outside sensations. In this state, you can detect the presence of psychic energy within 30 feet of you. If you sense psychic energy in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears psychic energy. The talent can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
- Memory recall – Psionic talent
You can recall natural memories and knowledge otherwise inaccessible to you (or confer this benefit on another). As an action, you grant one creature that you touch advantage on Arcana, History, Nature or Religion checks, or other Intelligence checks to recall vital information (such as a password). This advantage must be conveyed before the roll is made. This talent cannot be used to recover spent spell slots or psi points, nor can it be used to gain knowledge of something you did not know already.
- Mental Shriek – Psionic talent
As an action, you blast psychic energy at creatures that are within 5 feet of you. The target(s) must succeed on an Intelligence saving throw or take 1d4 psychic damage. If the target(s) takes any of this damage and is Large or smaller, you can move it (or them) up to 10 feet away from you in a straight line. The talent’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
- Psychic Shockwave - Psionic Talent
As an an action, you unleash a burst of telekinetic energy in 10 feet cone. Creatures caught must succeed on a Dexterity save or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to ten feet away from you in a straight line. You can’t lift the target off the ground unless it is already airborne or underwater. The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Prerequisites. To qualify for multiclassing into the wanderer class, you must meet these prerequisites: 14 Charisma.
Special: When multiclassing into a psionic class system which uses Mystic Disciples (such as the Psion), your psi point pools from both classes stack. However, your Psi Limit and Psionic Ability is equal to the highest of either class you have multiclassed in.