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Credit: Wizards of the Coast

Credit: Wizards of the Coast

Psyker

A
blind wanderer battles his enemies with
unerring precision, wielding a blade of pure Creating A Psyker
mental force. A highly-disciplined monastic sage When thinking about your Psyker character, consider the
controls and dominates those around her, following: how did they first discover their intellectual
bending their will to her own. A half-elf vanishes abilities? Were they trained from birth at a reclusive
and reappears behind his enemy, striking where monastery or inside a cult breeding for these abilities, or
they are weakest. were they a result of random chance, coming into their
These are the hallmarks of the Psyker: by harnessing the powers in childhood and frightening everyone around them?
incredible power of the mind, they influence the world and
the people around them; whether directly, indirectly, or both. Quick Build
Some pursue the combat arts, using their psychic abilities to
enhance themselves and their physical strength, while others To quickly create a Psyker, make Intelligence your highest
retreat into their mind, working to become strong enough to ability score, followed by Dexterity and then Wisdom. Choose
overpower even the mightiest of intellects. They are the Insight, Perception, and Investigation as your skills. Choose
highest manifestation of the pure and often-terrifying power the Sage background. You begin the game with leather armor,
of mortal free will and intelligence. a quarterstaff, a psychic focus, and a pouch containing 10 gp.

The Psyker
Proficiency Psychic Technique Technique Metapsionic Techniques
Level Bonus Features Talents Slots Level Skills Known
1st +2 Psionic Genius, Psionic 2 1 1 - 2
Techniques
2nd +2 Metapsionics 2 2 1 2 3
3rd +2 Psionic Discipline 2 2 2 2 4
4th +2 Ability Score Improvement 2 2 2 2 5
5th +3 ─ 3 2 3 3 6
6th +3 Genius Feature 3 2 3 3 7
7th +3 ─ 3 2 4 3 8
8th +3 Ability Score Improvement 3 2 4 4 9
9th +4 ─ 4 2 5 4 10
10th +4 Genius Feature 4 2 5 4 10
Class Features
As a Psyker, you gain the following class features
Hit Points
Hit Dice: 1d8 per Psyker level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Psyker level after 1st
Proficiencies
Armor: Medium armor, Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Insight, Perception, Nature, Religon,
Arcana, History, Investigation
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a quarterstaff or (b) any simple weapon
(a) an Explorer's pack or (b) a Scholar's pack
leather armor
Psionic Genius
At 1st level, your mind has awakened to a heightened state
beyond that of mortal ken. Through sheer force of will, you
are able to directly manipulate the world around you with just
the cold and calculating power of intellect and reason. You
have a gift: use it wisely.
Though all psykers have a range of psionic abilities, you
were born especially talented with either Telepathy,
Psychokinesis or Clairsentience. See the descriptions of
these talents at the end of the class description.
Psychic Talents Credit: Wizards of the Coast
Your psionic gift grants you two psychic talents of your choice
from the Psyker spell list. You learn additional talents of your Psionic Technique Ability
choice at higher levels, as shown in the Psychic Talents Intelligence is your ability modifier for your psionic
column of the Psyker table. techniques, so you use your Intelligence whenever a
technique refers to your technique ability. In addition, you use
Psionic Techniques your Intelligence modifier when setting the saving throw DC
The Psyker table shows you how many technique slots you for a psionic technique you use, and when making an attack
have available to you. The table also shows what the level of roll with one.
these slots is; all of your spell slots are of the same level. To
manifest a Psionic Technique of 1st level or higher, you must Psionic Save DC = 8 + proficiency bonus + Intelligence
expend a technique slot. You regain all expended technique modifier
slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level Psionic attack modifier = proficiency bonus + Intelligence
technique slots. To use the 1st-level technique psychic rebuke, modifier
you must spend one of those slots, and it manifests as a 3rd-
level technique. Metapsionics
Techniques Known As you train your mind to the highest reaches of the intellect,
At 1st level, you know two psionic techniques of your choice you learn to modify your psionic techniques and further bend
from the Psyker technique list. The Techniques Known reality to your indomitable will.
column of the Psyker table shows when you master At 2nd level, you gain two metapsionic skills of your choice.
additional techniques of your choice of 1st level and higher. A Your options are detailed at the end of the class description.
technique you choose must be of a level no higher than what's When you gain certain Psyker levels, you gain additional
shown in the table's Slot Level column for your level. metapsionic skills of your choice, as shown in the
Metapsionic Skills column of the Psyker table.
Additionally, when you gain a new Psyker level, you may Metapsionic Skill List
replace any one Metapsionic Skill that you know with a new
skill of your choice. Mind Thrust
Prerequisite: psionic blast talent
Psionic Discipline When you use the psionic blast talent, add your Intelligence
At 3rd level, your gifts have come into their own, and you may modifier to the damage it deals on a hit. The target has
now decide what path to follow as you seek to impose logic disadvantage on their next attack.
and cold reason upon the world. You gain one of the following Psychic Guard
features of your choice: You may cast Psychic Armor on yourself at will, without
Domination expending a Psionic Technique slot.
By seeking the Discipline of Domination, you have decided Third Eye
that the best way to achieve your goals is through the minds You gain the ability to see normally in darkness, both magical
of others, whether they wish it or not. When you take this and nonmagical, to a distance of 120 feet.
feature at 3rd level, you gain the following benefits:
Influence the Mind. You gain proficiency in the Psionic Echolocation
Persuasion and Intimidation skills, and you may use your Prerequisites: Level 7, Third Eye
Intelligence modifier (instead of Charisma) when making a At the cost of one technique slot, your Psionic sight becomes
Persuasion or Intimidation skill check. Blindsight for 1 hour, allowing you to see normally, regardless
Misdirect the Senses. You may use the phantasmal force of any other factors. Using this can cause you to be detected
spell as a psionic technique, once per short or long rest. This by other psionic creatures within a 100-foot radius.
does not count against your available Technique Slots.
Dominate the Will. You may use the crown of madness Psionic Spear
spell as a psionic technique, once per short or long rest. This Prerequisite: psionic blast talent
does not count against your available Technique Slots. When you manifest the psionic blast talent, its range is 300
feet.
Celerity
When you choose the Discipline of Celerity, you decide Psychic Vigor
instead to focus inward, improving yourself and working You can cast false life on yourself at-will as a 1st-level spell,
toward the ultimate unity of body and mind in order to exert without expending a technique slot.
your will on the physical realm.
Battle Trance. When you gain this feature at 3rd level, you Soulknife
may enter a state of hyper-awareness and celerity, pushing At will, you may use a bonus action to create a Soulknife. The
their body to its limits, granting preternatural speed and Soulknife is a shard of pure will projected from the Psyker’s
agility. You can use a bonus action to enter the trance state, hand and wielded as a blade. You automatically have
which lasts for 1 minute. It ends early if you are proficiency in this weapon. When attacking with the
incapacitated, or if you don medium or heavy armor. The Soulknife, use your psionic attack modifier.
Battle Trance requires Concentration. The Soulknife does 1d8 piercing damage. It lasts for 1
While the Battle Trance is active, you gain the following minute, or until dismissed as a bonus action by the Psyker.
benefits: Soulcharge
You gain a bonus to your AC equal to your Intelligence Prerequisite: Soulknife
modifier. As a reaction to a successful hit with the Soulknife, you may
You have advantage on Dexterity (Acrobatics) checks. channel a supercharged blast of psionic energy into the
You may use a bonus action on your turn to take either the target. Add 4d6 psychic damage to the attack, and the target's
Dash or Disengage actions. speed is reduced to 0 until the end of its next turn. The target
When hit with a melee attack, you may spend a technique may make an Intelligence save for half damage.
slot to use your reaction which gives you resistance You may use this ability once per short/long rest.
against slashing, piercing or bludgeoning damage until the
end of your next turn. Soulfire
Prerequisite: Level 5, Soulknife
You can use this feature twice. You regain all expended You may project your Soulknife into a ranged spell attack
uses when you finish a short or long rest. with range 50/150. This attack does damage as normal. You
may use this ability a number of times per short/long rest
Ability Score Improvement equal to your Int modifier.
When you reach 4th level, and again at 8th, 12th, 16th and Soulspark
19th level, you can increase one ability score of your choice Prerequisite: Soulknife
by 2, or you can increase two ability scores of your choice by You may use a technique slot to infuse the Soulknife with a
1. As normal, you can’t increase an ability score above 20 spark of your spiritual energy, and cast magic weapon on
using this feature. your Soulknife at the appropriate level.
Spirit Lance Major Hallucination
Prerequisite: Level 10, Soulknife, Soulcharge Prerequisite: Level 7, Domination
Your project your Soulcharge into a visible lance of pure Gain hallucinatory terrain, psionic (see description) as a
psionic energy which rips through and distorts reality. This psionic technique. This does not count against your
lance projects outward from you in a line 50 feet long by 10 techniques known.
feet wide. Creatures in the path take Soulknife + Soulcharge
damage, and must make an Intelligence saving throw or be Psychic Dreams
stunned for one round. Using this effect expends your Prerequisite: Level 9, Domination
Soulcharge use, and gives you one level of exhaustion. Gain the dream spell as a psionic technique. This does not
count against your techniques known.
Ethereal Banishment
Prerequisite: Level 7 Dominate Beast
Your manipulation of the greater planes allows you to Prerequisite: Level 7, Domination
temporarily cast a creature into the Ethereal plane. You gain Gain dominate beast as a psionic technique. This does not
Banishment (creature must make an Intelligence save) as a count against your techniques known.
psionic technique. This does not count against your Dominate Person
Techniques Known.
Prerequisite: Level 9, Domination
Psychic Identification Gain dominate person as a psionic technique. This does not
You may use your psychic insight to cast Identify as a ritual, count against your techniques known.
without expending a technique slot. Improved Celerity
Elemental Strike Prerequisite: Level 9, Celerity
When you choose this metapsionic skill, choose an element: Gain one extra use of Battle Trance. You may use a bonus
air (cold), fire (fire), earth (bludgeoning), water (slashing). action on your turn to take any of the Dash, Disengage or
Each time you use psionic blast, you may choose to either use Dodge actions.
the standard psychic damage or replace it with the chosen
element. If you ever lose and regain this skill, the elemental
type remains the same as your previous choice.
Elemental Soul
Prerequisite: Level 7, Soulknife, Soulcharge
When you choose this metapsionic skill, choose an element:
air (cold), fire (fire), earth (bludgeoning), water (slashing).
When you use Soulcharge, you may choose either the
standard psychic damage or use the chosen element instead.
Quick Ward
Prerequisite: blade ward talent
You may hasten the manifestation of the blade ward talent,
invoking it as a bonus action. If you do so, the effect grants
resistance only to the first attack against you this round,
and ends at the beginning of your next turn.
Psionic Backlash
Prerequisite: psychic disturbance talent
You may use a technique slot to manifest psychic disturbance
as a reaction to a melee attack.
Distort Reality
Upon being hit by a ranged or melee attack, you may use a
technique slot to use your reaction to bend reality around
you. Roll 1d6 and subtract that number from the attack roll.
Misdirect the Senses, Improved
Prerequisite: Level 5, Domination
Gain the major image spell as a psionic technique. This does
not count against your techniques known.

Major Hallucination
Psionic Genius Clairsentience (Seer)
The Seer is perhaps the only Psyker more disturbed than the
Telepathy (Telepath) Telepath. Instinctively, they begin to have clear visions of
Awakening to the powers of the telepath is often a frightening objects and distant places. At first, these are minor and
and disturbing experience. Suddenly, your mind is filled with impossible to control, but slowly, the Seer learns to bend
a cacophony of whispers and voices which do not belong to these visions to their will, allowing them to divine locations,
you, and though you cannot quite make out what they are locate magical influence, and eventually gain true and clear
saying, they become a constant presence in your mind sight of anything they may wish to see.
nonetheless. Psychic Awareness. At 1st level, once per short or long
Mind-Reading. They cannot hide from your superior mind. rest, you may gain advantage on a Dexterity saving throw
At 1st level, you have advantage on all Insight skill checks. against an effect that you can see, such as traps and spells. To
Additionally, once per short or long rest, you may use a one- gain this benefit, you cannot be incapacitated and must be
way telepathy to any intelligent creature within 30 feet. able to react.
Psychic Counter. Starting at 6th level, the Telepath can Clairvoyant. Beginning at 6th level, you gain the
read the intentions of a hostile creature. You can force an clairvoyance spell as a psionic technique. This does not count
incoming attack to have disadvantage, and you gain against your Techniques Known.
advantage against that foe on your next attack. You may use Additionally, if you are surprised by an enemy, you may roll
this ability once per short/long rest. initiative and act normally during the surprise round.
Additionally, you gain counterspell as a psionic technique. Enlightenment. Starting at 10th level, you gain the scrying
This does not count against your Techniques Known. spell as a psionic technique. This does not count against your
Cerebral Expansion. Beginning at 10th level, you gain Techniques Known.
immunity to Telepathy and thought reading. You also gain Additionally, once per short or long rest, you may use your
resistance to psychic damage, and any psychic damage you reaction to an incoming attack to use your psionic blast talent
receive is redirected to the attacker (no saving throw). against the attacker. Your attack hits first.
Additionally, you gain the telepathic bond spell as a psionic
technique. This does not count against your Techniques
Known.
Psychokinesis (Bender)
The psychokinetic discovered at an early age that she could
move pebbles and other small objects with their mind. With
practice, she found that she could extend her own force of
will to manipulate the world around her.
Telekinetic Shove. At 1st level, any target hit by a
Psychokinetic's psionic blast talent must make a Strength
saving throw or be pushed 10 feet away from the Psyker.
Kinetic Weapon. Starting at 6th level, you gain the ability
to use raw force of will to grab and hurl an improvised
weapon at a target. The item may weigh no more than 50 lbs.
Make a ranged psionic attack against a single target. If
successful, the attack does 3d10+Int damage and knocks the
target prone. If this attack is a critical success, the target
must additionally make a Constitution save or be knocked
prone and stunned for 1 round. You may use this ability once
per short or long rest.
Psychic Redoubt. Beginning at 10th level, once per short
or long rest, you gain the ability to project a 15’ x 15’
spherical barrier around yourself and anyone within. This
barrier appears as a shimmering blue or violet kinetic field,
warped and hardened by the incredible mind of the Psyker.
All ranged attacks and ranged spell attacks directed at
anyone within the field suffer disadvantage, and any hostile
creature attempting to cross the barrier must make an
Intelligence save, or take 4d6+Int psychic damage and be
stunned for one round.
The Psychic Redoubt lasts for 1 minute, or may be
cancelled early as a bonus action by the Psyker.
Psionic Technique List
Talents (0 Level) Psionic Shield See Invisible Confusion
Blade Ward Psychic Armor** Shatter Control Water
Friends Psychic Rebuke Dimension Door
Mental Resistance** Psychic Replenishment** 3rd Level Freedom of Movement**
Message Psychic Weapon Blink Locate Creature
Psionic Blast Fear Polymorph**
Minor Telekinesis 2nd Level Fly** Psionic Barrier
Thaumaturgy Augury Haste** Psionic Eye
Psychic Disturbance Blindness/Deafness Hypnotic Pattern Psychic Overload
Blur** Kinetic Barrage Resilient Sphere
1st Level Calm Emotions Nondetection Stoneskin**
Charm Person Darkvision** Protection From Energy**
Command Detect Thoughts Psionic Arrow 5th Level
Doom Enhance Ability** Psionic Rejuvenation Legend Lore
Detect Evil/Good Gust of Wind Psychic Scream Modify Memory
Detect Magic Hold Person Psionic Storm Psionic Hand
Detect Poison/Disease Levitate Sending Psionic Swap
Dissonant Whispers Locate Object Slow Psionic Wave
Kinetic Projection Ethereal Step Tongues Telekinesis
Longstrider** Pass Without Trace** True Sight**
Psionic Bonds Psychic Guidance 4th Level Energy Redirection
Compulsion
See technique
Psionic Shield description below See Invisible Confusion
**Cast on self only

Talent Descriptions
Mental Resistance Psychic Disturbance
Psychic talent Psychic talent
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Once before the effect expires, you can roll 1d4 and add A target within range that can see you must make a
the result to any one saving throw. Wisdom saving throw or take 1d4 psychic damage, and
have disadvantage on the next attack it makes before the
Psionic Blast end of its next turn. This damage increases to 2d4 at 5th
Psychic talent level.
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Make a ranged psionic attack against a target within range.
On a hit, the target takes 1d10 psychic damage. At 5th level,
you may direct a second blast at the same or a different
target. Make separate attack rolls for each blast.
Minor Telekinesis
Psychic talent
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You may telekinetically manipulate an object within range,
open a door or a container. You cannot attack, activate
magic items, or carry more than 10 pounds.
Kinetic Barrage
Technique Descriptions 3rd-level psychokinetics
Doom Casting Time: 1 action
1st-level clairsentience Range: Self (60-foot cone)
Casting Time: 1 bonus action Components: V, S, M (a small rock or stone)
Range: 90 feet Duration: Instantaneous
Components: V, S You throw a medium-sized rock into the air and shatter it to
Duration: Concentration, up to 1 hour create a 60-foot cone of smaller rocks that shoot forward,
You focus your sight on a creature within range that you dealing 3d8 bludgeoning damage to all creatures in the
can see. For the duration, you deal an extra 1d6 psychic area. Affected targets may make a Dexterity saving throw
damage to the target with attacks, and it has disadvantage to take half damage. The affected area becomes difficult
on ability checks with one ability score. If the target drops terrain.
to 0 hit points before the spell ends, you can use a bonus Kinetic Projection
action to shift the effect to a new creature. 1st-level psychokinetics
Energy Redirection Casting Time: 1 action
5th-level psychometabolics Range: 30 feet
Casting Time: 1 action Components: V, S
Range: Self Duration: 1 hour
Components: V, S You create a 3-foot wide disk of psychic force that can hold
Duration: 1 minute up to 500 pounds. While this is within 20 feet of you it does
You force-modify your own psychic meridians to alter the not move, but will move to stay within 20 feet of you if you
way incoming energy is processed by your body. For the are traveling.
duration, you gain resistance against acid, cold, fire, Psionic Bonds
thunder and force damage. All damage resisted in this way 1st-level psychokinetics
is redirected back to the source (no saving throw to Casting Time: 1 action
mitigate.) Range: 90 feet
Ethereal Step Components: V, S
2nd-level psychometabolics Duration: Concentration, up to 1 minute
Casting Time: 1 bonus action Invisible psychic tendrils of energy reach out and grasp
Range: Self targets within a 20-foot radius centered on a point within
Components: V, S range. Creatures in the area must make a Strength saving
Duration: Instantaneous throw or be restrained by the bonds until the spell ends. A
You vanish in a puff of ethereal smoke, and teleport up to restrained creature can spend its action to make a
30 feet to an unoccupied space that you can see. Strength check to break free.
Psionic Eye
Hallucinatory Terrain, Psionic 4th-level clairsentience
4th-level psychometabolics
Casting Time: 1 action Casting Time: 1 action
Range: 300 feet Range: 30 feet
Components: V, S Components: V, S
Duration: 24 hours Duration: Concentration, up to 1 hour
In the minds of all intelligent creatures within range, a 150- You create a manifestation of your visual senses to push
foot cube of terrain is changed to look, sound and smell like your awareness beyond your body. This invisible effect will
another type of terrain. Creatures entering the terrain can allow you to receive visual information for the duration.
tell it is not real, and an Investigation check can be used to The eye can be moved up to 30 feet per round and has no
shake of the mental effects. limit on how far away from you it can be. It cannot pass
through solid objects, but can fit through a space as small
Kinetic Arrow as a 1-inch square. The eye has darkvision out to 30 feet.
3rd-level psychokinetics
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous
You unleash a bolt of hardened kinetic force, flinging it like
an arrow with your mind. Make a ranged spell attack. The
target takes 4d8 force damage on a hit, half on a miss. The
bolt explodes on impact, and all creatures within 10 feet of
the target must make a Dexterity saving throw. On a failure,
they are knocked prone.
Psionic Hand Psionic Wave
5th-level psychokinetics 5th-level psychokinetics
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self, 30-foot radius
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 round
A large, faintly glowing hand of kinetic force with an AC of The Psyker releases a massive outpouring of his own will
20, a Strength of 26, and a Dexterity of 10 appears within across the mortal, ethereal and shadowfell planes. A wave
range. It can move up to 60 feet per round and can attack of psychic force emanates from you, forcing all hostile
with a punch (melee spell attack, 4d8 force damage), a creatures within 30’ to make a Wisdom saving throw.
push (Strength vs. Athletics) a grab (Strength to grapple, Creatures take 5d6 psychic and 5d6 force damage and are
2d6 + Intelligence modifier damage) or to provide you knocked prone. Creatures who make the saving throw take
cover. half damage, and are not knocked prone.
Psionic Rejuvenation Psychic Armor
3rd-level psychometabolics 1st-level psychometabolics
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 8 hours
By concentrating on your own internal energy flows, you You harden your body against attacks and project a thin
can use a bonus action to heal yourself and regain 2d6 hit psychic field around yourself to deflect incoming blows.
points. This can be done each round during the duration. You gain an AC of 13 + Dexterity modifier. The spell ends if
Psionic Replenishment
you don armor, or if you dismiss the effect as an action.
1st-level psychometabolics Psychic Barrier
Casting Time: 1 action 4th-level psychokinetics
Range: Self Casting Time: 1 action
Components: V, S Range: 60 feet
Duration: Instantaneous Components: V, S
You manipulate your own inner energy to rejuvenate and Duration: Concentration, up to 1 minute
revitalize your body. You heal 1d8 + Intelligence modifier You create a wall of visible kinetic force up to 60 feet long,
hit points. The hit points healed increated by 1d8 for each 20 feet high and 1 foot thick within range. Creatures within
slot level above 1st used to cast this spell. the area take 5d8 force damage, halved with a successful
Psionic Storm
Dexterity check. Upon casting, you choose one side of the
3rd-level psychokinetics wall. That side of the wall imposes disadvantage on any
ranged attacks made against creatures on the opposite side
Casting Time: 1 action of the wall. Creatures attempting to cross the barrier must
Range: 90 feet make a Strength saving throw or be pushed back ten feet
Components: V, S from the barrier's edge.
Duration: Concentration, up to 1 minute
You cause a swirl in the fabric of the weave, creating a Psychic Guidance
storm of mental and ethereal energy. You create a 20-foot 2nd-level clairsentience
radius cloud of violet energy centered on a spot within Casting Time: 1 action
range. Creatures that start completely within the cloud Range: 120 feet
must make an Intelligence saving throw or be stunned for Components: V, S
their turn. Creatures with psychic damage resistance get Duration: 1 round
advantage on this saving throw. Creatures immune to You project your sight into the material plane, striking an
psychic damage cannot be affected by this effect. enemy with ethereal energy and wreathing them in a glow
Psionic Swap
of psychic energy. Make a ranged psionic attack against a
5th-level psychometabolics target within range. On a hit, the target takes 5d6 psychic
damage, and the next attack made against it before the end
Casting Time: 1 action of your next turn has advantage.
Range: 60 feet
Components: V, S
Duration: Instantaneous
Choose one creature within range. You and the target
exchange positions. If the target is unwilling, they may
make an Intelligence saving throw to resist the effect.
Psychic Overload Psychic Weapon
4th-level telepathy 1st-level psychokinetics
Casting Time: 1 action Casting Time: 1 bonus action
Range: 120 feet Range: Self
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Using your higher sight, you deduce the deepest fears of a Your weapon attacks deal an extra 1d4 psychic damage
target within range, and dominate its mind, filling it with until the spell ends.
horrifying visions and crushing its mind beneath the
weight of your own intellect. The target must make a
Wisdom saving throw or become frightened for the
duration. Each turn while the effect is in place, the target
must make a Wisdom saving throw or take 4d10 damage.
On a successful save, the spell ends.
Psychic Rebuke
1st-level telepathy
Casting Time: 1 reaction, in response to being damaged
Range: 60 feet
Components: V, S
Duration: instantaneous
You extend a clawed hand toward a creature in range that
just damaged you. It suffers 2d10 psychic damage,
Intelligence save for half damage.
The target takes an extra 1d10 damage for each slot level
above 1st used to cast this spell.
Psychic Scream
3rd-level telepathy
Casting Time: 1 action
Range: 30-foot cone
Components: V, S
Duration: Concentration, up to 1 minute
You blast a shrieking wave of psionic energy outward from
your mind. All targets within range must make an
Intelligence save or be stunned for the duration. On each of
their turns, affected targets may make an additional
Intelligence save to overcome the effect.
Psychic Shield
1st-level psychometabolics
Casting Time: 1 reaction, taken when hit by an attack
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of psionic force appears and protects
you. Until the start of your next turn, you have a +5 bonus
to your AC, including against the triggering attack. You also
take no damage against Magic Missile or Psy Bolt.
Psychic Speed
1st-level psychometabolics
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour
Your speed increases by 15 feet for the duration.
Change Log
12/4/16 - v0.2 Redrafted from original v0.1

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