Choose one creature you can see within 60 feet of you. Base attack bonuses granted from other classes are unaffected and are added normally. You augment your natural strength with psionic energy, granting you the ability to achieve incredible feats of might. 2. This page is protected from editing because it is an integral part of D&D Wiki. Iron Durability Until your concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. Speed Dart (1–7 psi). Concentration. • Path of the Depths, • Way of the Cobalt Soul As an action, you can spend psi points to restore hit points to one creature you touch. • Fey Wanderer Adaptive Shield (3 psi). 4. Microscopic Form (7 psi; conc., 10 min.). Choose one creature you can see within 60 feet of you. As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes 2d6 acid damage. While focused on this discipline, you have a swimming speed equal to your walking speed, and you can breathe underwater. On a failed save, the target takes the attack’s normal damage and suffers its additional effects. As an action, you flood rage into one creature you can see within 60 feet of you. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you choose the target’s movement and action on its next turn. • Order of the Profane Soul, • Arcana Domain Psychic Focus. 5e SRD; SRD System (WotC) SRD FAQ (WotC) d20 Modern SRD (WotC) Pathfinder SRD (Paizo) d20SRD Facebook; D&D Wiki; BoLS; BoLS Facebook; Lexicanum; Lexicanum Facebook; D&D - RPG News; Psychic Warrior. • School of Divination As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. This is a multipart series about my homebrew psionics and psychic warrior classes and rules for fifth edition Dungeons & Dragons. It channels thoughts and knowledge back to you, greatly enhancing your senses. • Spear Mastery With two failed saving throws, it lasts for 24 hours. Whenever you focus on this discipline, you choose one skill or tool and have proficiency with it until your focus ends. On a successful save, a target takes half as much damage. Psychic Focus. Psychic … These talents do not count against the psychic warrior’s powers known. Resistance (Su): As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the … The light produced by spells of 2nd level or less is suppressed in this area. The target must make a Dexterity saving throw. As an action, you plant the phantom of a greatly desired object in a creature’s mind. • Urban Bounty Hunter • Twilight Domain While lit in this manner, it can’t hide, and attack rolls against it gain advantage. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. If you concentrate for this option’s full duration while remaining within 5 feet of the item, you then gain the benefits of an identify spell cast on that item. You learn two cantrips of your choice from the psionic spell list. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can’t use reactions, and melee attack rolls against it have advantage. • Nature Domain As an action, you or a creature you touch ignores the effects of extreme heat or cold (but not cold or fire damage) for the next hour. Saving Throws and Attack Rolls Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. • Storm Sorcery As a bonus action, you gain 30 temporary hit points. As a bonus action, you unleash an aura of rage. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. Until the start of your next turn, your allies have advantage on attack rolls against that target. Daze (3 psi). • Naturalist While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. Mindless Courage (2 psi). Rapid Step (1–7 psi). Aura of Bloodletting (3 psi; conc., 1 min.). Alternatively, you gain the ability to read and write one language of your choice until your focus ends. Some options require concentration to maintain their effects. • House Agent • Dragon Hide Power Points/Day. The grappled target can escape by succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your psionic ability plus your proficiency bonus. You channel psionic power into your body, honing your reflexes and agility to an incredible degree. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. As a bonus action, you gain truesight with a radius of 30 feet, which lasts until your concentration ends. Avatar Discipline While focused on this discipline, you have advantage on Charisma (Intimidation) checks. Overwhelming Fury (5 psi; conc., 1 min.). It must make a Charisma saving throw. Psionic Restoration • Oathbreaker, • Beast Master Conclave • Medic As an action, you create an invisible, intangible teleportation anchor in a 5-foot cube you can see within 120 feet of you. • Urchin What the previous document called the Immortal is now restored to its D&D-traditional name (uh, 3.0 and 3.5 only, it’s a very thin thread of “traditional”), the Psychic Warrior. Phantom Foe (3 psi; conc., 1 min.). • Inquisitive • Sentinel 1 Game Information 1.1 Alignment 1.2 Hit Die 1.3 Starting … The sword, axe, and bow are physical tools that psychic … • Tabaxi As an action, choose up to five allies you can see within 60 feet of you. As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. As an action, choose a point you can see within 120 feet of you. • Stealthy Crown of Rage • Path of the Totem Warrior • Anthropologist Choose any number of creatures within 30 feet of you. As an action, your mind seizes control of a one-handed melee weapon you’re holding. • Resilient • Medium Armor Master Psychic Focus. Chameleon (2 psi). • Druid Spells Psychic Focus. Precognitive Hunch (2 psi; conc., 1 min.). Well trained in both physical and psionic matters, the psychic warrior … Misty Form (6 psi; conc., 1 min.). Any loose object in the sphere is moved to an unoccupied space of your choice within it if the object weighs no more than 100 pounds. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. Wu Jen Discipline A psychic warrior's powers make her/him flexible and to some extent useful in non-combat situations. With three failed saving throws, you learn its key memories from the past 48 hours. The target must make a Constitution saving throw, taking 1d10 necrotic damage per psi point spent on this ability, or half as much damage on a successful one. • Hexblade You can see invisible creatures and objects within 10 feet of you, even if you are blinded. As an action, you cause an earth elemental to appear in an unoccupied space you can see within 120 feet of you. While frightened by this effect, a target’s speed is reduced to 0, and the target can use its action, and any bonus action it might have, only to make melee attacks. Nomad Discipline Restore Life (5 psi). This ability fails and is wasted if either of you can’t fit in the destination space. • Assassin • Artillerist When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type including the triggering damage until the end of your next turn. • Monster Hunter The wall lasts until your concentration ends. • Path of the Storm Herald When a creature moves into the wall’s space for the first time on a turn or starts its turn there, that creature must succeed on a Strength saving throw, or it takes 6d6 thunder damage, is pushed in a straight line up to 30 feet away from the wall, and is knocked prone. If you are a psychic warrior, your number of power points may not exceed your manifester level + your Wisdom modifer. As a bonus action, you imbue a ranged weapon with a limited sentience. As an action, choose one creature you can see within 60 feet of you. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. • Lurker in the Deep If you are a psychic warrior, your number of power points may not exceed your manifester level + your Wisdom modifer. Accelerate Rot (3.5e Power) Danger Sense (3.5e Power) Psionic True Strike (3.5e Power) 4th-Level Psychic Warrior Powers. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. Awakened Discipline Aura of Victory (1–7 psi; conc., 10 min.). • War Caster • Clockwork Soul Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psychic warrior typically grows up among a society or small community of “the like-minded,” founded by psions who wished to develop their powers in seclusion. Bestial Form If you end this flight in the air, you fall unless something else holds you aloft. While focused on this discipline, you have resistance to lightning and thunder damage. The Psychic Warrior augments their powerful martial prowess with incredible new powers like Psychic Armament, which allows a fighter to shrug off some damage with the power of their mind alone. Psychic Focus. With mental and physical energy working in unison, the psychic warrior … Psychic Blast (6 psi). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. Avatar Discipline • Weapon Master, • Acrobat As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one. General class feature of Psionics and Psychic Warrior. Psychic Focus. The wall is 60 feet long, 15 feet high, and 1 foot thick. • Second Chance • Human Determination Dungeons & Dragons 5e Adds Psionics; How the Death Stranding X Cyberpunk 2077 Crossover Could Open the Door for DLC. Wu Jen Discipline A creature must make this save whenever it attempts to pass through the wall, whether willingly or unwillingly. This effect immediately ends if the target or any ally it can see is attacked or takes damage. You may instead be looking for the SRD Psychic Warrior Powers. • Investigator To manifest a power within a particular discipline, a psychic warrior … Animate Earth (7 psi; conc., 1 hr.). Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. You forge an indomitable wall of psionic energy around your mindone that allows you to launch counterattacks against your opponents. On a successful save, the target takes only half the initial damage and suffers none of the other effects. Incite Courage (2 psi). • Shield Training Animate Fire (7 psi; conc., 1 hr.). you and your allies when your enemies are felled; whenever an enemy you can see is reduced to 0 hit points, you and each of your allies within 30 feet of you gain temporary hit points equal to double the psi points spent to activate this effect. While focused on this discipline, you don’t need to eat, breathe, or sleep. Frozen Rain (5 psi; conc., 1 min.). The wall is 60 feet long, 15 feet high, and 1 foot thick. You can alter your body to match your surroundings, allowing you to withstand punishing environments. That creature must make an Intelligence saving throw. On a successful saving throw, it takes half as much damage. Step from Sight (3 psi; conc., 1 min.). Psionic disciplines use the same rules as spells for determining targets and areas of effect, as presented in chapter 10, “Spellcasting,” of the Player’s Handbook. Every foot moved through the wall costs 1 extra foot of movement. • Cavalier As an action, choose one creature you can see within 120 feet of you. While focused on this discipline, when you end your turn and didn’t move during it, you can use your reaction to allow one ally you can see within 30 feet of you to move up to half their speed, following a path of your choice. On a successful save, a target takes half as much damage. • Sea Sorcery As an action, an object you touch radiates light in a 20-foot radius and dim light for an additional 20 feet. • Phantom • School of Bladesinging While focused on this discipline in combat, you and any ally who starts their turn within 10 feet of you gains a 5-foot increase to their walking speed during that turn. 1. If it does so, the effect immediately ends. The target must succeed on a Wisdom saving throw or, until your concentration ends, any creature within 5 feet of it can use a reaction to make a melee attack against it whenever the target makes a melee attack. • Way of Tranquility, • Oath of Heroism • Goliath You learn to use psionic energy to manipulate others with a subtle combination of psi and your own, natural charm. Accelerate Rot (3.5e Power) Danger Sense (3.5e Power) Psionic True Strike (3.5e Power) 4th-Level Psychic Warrior … As an action, choose one creature you can see within 60 feet of you. Psychic Focus. Combustion (1–7 psi; conc., 1 min.). If you’re smaller than Huge, you also become Huge for the duration. At the end of the current turn, you remain hidden only if you then meet the normal requirements for hiding. • Revived Invoke Awe (7 psi; conc., 10 min.). The target takes 1d8 psychic damage per psi point spent on this ability. The target must succeed on a Charisma saving throw or take 1d6 psychic damage per psi point spent on this ability and immediately use its reaction to move its speed in a straight line toward its nearest enemy. When a target attempts to escape in this way, you can spend psi points to boost your check, abiding by your psi limit. As an action, you exert an aura of power that grabs a creature's attention. • Firbolg Psychic Focus. When this effect ends, the elemental disappears. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. As an action, you can move the sensor up to 30 feet in any direction. • Piercer Force Lightning (3.5e Power) Psionic Missile (3.5e Power) 2nd-Level Psychic Warrior Powers. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Psychic Domination (7 psi; conc., 1 min.). • Mounted Combatant On a successful save, it takes half as much damage. Corrosive Metabolism The target must succeed on a Wisdom saving throw or become frightened of you until your concentration ends. • Everybody's Friend • Samurai, • Way of Mercy Until your concentration ends, each target can roll a d4 when making a saving throw and add the number rolled to the total. One of the reasons I love Wizards of the Coast and tabletop RPGs in general is how quickly they can get new class options to us with things like Unearthed Arcana, and the latest edition unveils a … The teleportation fails if there is no space for the creature to appear in. • Circle of Spores As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends. Nomad Discipline • Scout • Draconic Bloodline See pages that link to and include this page. • Banneret Psychic Focus. Each target turns invisible and remains so until your concentration ends or until immediately after it targets, damages, or otherwise affects any creature with an attack, a spell, or another ability. • Tracker Fighting Words (2 psi; conc., 10 min.). Awakened Discipline Rolling Flame (3 psi; conc., 1 min.). • Uthgardt Tribe Member doctorbadwolf Heretic of The Seventh Circle. • Grinner Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. It’s time to put these articles up to date by adding in the new content. • Poisoner, • Polearm Master • Grappler • Psychic Warrior • Cloistered Scholar Dec 22, 2019 #15 Giltonio_Santos said: Filled it. • School of Lore Mastery Psychic Crush (7 psi). Perfect Senses (3 psi). • Linguist • Noble Genie • Oath of Devotion Phantom Idea (6 psi; conc., 1 hr.). The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. As an action, you create a poison spray that targets one creature you can see within 30 feet of you. As a bonus action, you gain tremorsense with a radius of 30 feet, which lasts until your concentration ends. Keen Senses (2 psi). 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