• Life Domain As an action, you choose one creature you can see within 60 feet of you. The Psychic Warrior from 3.5 edition was its own class, but the new 5th edition version still seems to be an upgrade. On a successful save, a target takes half as much damage. • Volstrucker Agent Cantrips. 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. If you are a psychic warrior, your number of power points may not exceed your manifester level + your Wisdom modifer. Acid Spray (2 psi). Creative Commons Attribution-ShareAlike 3.0 License. As a bonus action, you gain the ability to see through objects that are up to 1 foot thick within 30 feet of you. Body Equilibrium: You can walk on nonsolid surfaces. • Cavalier On a success, this effect ends. • Oath of Conquest As an action, your body becomes like a misty cloud until your concentration ends. As an action, you unleash devastating psychic energy in a 60-foot cone. By channeling psionic power, you gain the ability to control other creatures by substituting your will for their own. • School of Illusion The “conc.” notation is followed by the maximum duration of the concentration. Flight (5 psi). • Sharpshooter However, a specific option from a psionic discipline doesn’t combine with itself if the option is used multiple times. Frozen Sanctuary (3 psi). You regain any expended uses of this ability after completing a long rest. • College of Satire, • City Domain Inertial Armor (2 psi). Psychic Focus. • Halfling As a reaction when you miss with a ranged weapon attack, you can repeat the attack roll against the same target. When you use this ability, you can choose one or more of the following effects. • Cleric Spells • School of Divination You imbue a ranged weapon with a strange semblance of sentience, allowing it to unerringly find its mark. • Warforged (UA), • Acolyte 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. You learn its current hit point total and all its immunities, resistances, and vulnerabilities. • School of Conjuration The target must make an Intelligence If you already have darkvision with that range or greater, increase its range by 10 feet. • Fade Away You must spend that number of psi points to use that option, while abiding by your psi limit. • Death Domain Catfall A:Instantly save yo… If there is no such target, it moves half its speed in a random direction and takes no action on that turn. Psychic Focus. You create a wave in a 20-foot-by-20-foot square. • Clan Crafter The admiral in charge faces a court-martial for manslaughter and dereliction; Mac and Bud prosecute, and Harm defends. Immortal Discipline • Raven Queen Power Points/Day: A psychic warrior’s ability to manifest powers is limited by the power points he has … Concentrating on a discipline follows the same rules as concentrating on a spell. As an action, you create a wall of ice, at least one portion of which must be within 60 feet of you. As an action, choose a point you can see within 120 feet of you. While focused on this discipline, you have advantage on Charisma (Intimidation) checks. The save automatically succeeds if the target is immune to being charmed. Avatar Discipline The psionic disciplines are presented here in alphabetical order. As an action, you create a wall of clouds, at least one portion of which must be within 60 feet of you. You can pass through openings that are no more than 1 inch wide without squeezing. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. Bestial Form • Wonder Maker, • Path of the Juggernaut 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. Breath of the Green Dragon (7 psi). At the end of each of its turns, it can repeat the saving throw. Psychic Focus. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions. • Outlander • Dungeon Delver the action can be used only to make one weapon attack or to take the Dash or Disengage action. Corrosive Metabolism Eye of Horror (1–7 psi). saving throw. While focused on this discipline, you have darkvision with a range of 60 feet. If you want to discuss contents of this page - this is the easiest way to do it. As a bonus action, choose up to three allies you can see (you can choose yourself in place of one of the allies). Animate Air (7 psi; conc., 1 hr.). As a bonus action, you and up to five allies you can see within 60 feet of you can immediately make saving throws against every effect they’re suffering that allows a save at the start or end of their turns. : PU One who turns the mind’s potential to the warrior’s art is known as a psychic warrior. Psychic Warrior Fighter Archetype. As an action, you unleash devastating psychic energy in a 60-foot cone. Invoke Awe (7 psi; conc., 10 min.). • Cloistered Scholar The wall lasts until your concentration ends. The target takes 1d8 lightning damage per psi point spent on a failed save, or half as much damage on a successful one. These talents do not count against the psychic warrior’s powers known. • Twilight Domain On a failure, you can use your reaction to force the target to move up to half its speed, even though it’s paralyzed. As a bonus action, choose one creature you can see within 60 feet of you. A psychic warrior begins play knowing two 0-level powers (talents). My take on my favourite class from 3.5. Incite Fear (2 psi; conc., 1 min.). The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, which is 60 feet for this grapple. While focused on this discipline, you gain resistance to psychic damage. You can target one additional creature for every additional psi point you spend on this ability. See the Monster Manual for its stat block. T he psychic warrior is a very cool class in terms of flavor. As an action, you create a 5-foot cube of dim, gray light within 5 feet of you. The sensor lasts until your concentration ends. You can increase the damage by 1d6 per additional psi point spent on it. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. As an action, choose one creature you can see within 120 feet of you. As an action, you touch one creature that has died within the last minute. While the target is trapped, its speed is halved, it suffers disadvantage on attack rolls, and it can’t see anything more than 10 feet away from it. • Oath of the Watchers, • Revised Ranger Likewise, different options from a psionic discipline combine if they are active at the same time. As an action, you cause two shadows to appear in unoccupied spaces you can see within 60 feet of you. The energy fortifies Another side-effect of the manifesting ability is that the psychic warrior is … Disciplines don’t require the components that many spells require. On a successful save, the creature is unaffected and has no inkling of your attempt to bend its will. While focused on this discipline, you have a +1 bonus to AC. While focused on this discipline, you gain a +1 bonus to AC. Faithful Archer (5 psi; conc., 1 min.). The power of psionics comes from the mind. As an action, you exert an aura of trust and command that unites your allies into a cohesive unit. If the class has a similar number of power points to the psion, it uses the psion's maximum number of power points; if the class has a similar number of power points to the psychic … Mechanically speaking, it's kind of boring however: Its only class feature beside its manifesting ability, are its bonus feats. Clear and detailed training methods for … As Wandering Eye above, except the eye can move through solid objects but can’t end its movement in one. • Path of the Storm Herald Any creature in that area when you use this ability and any creature that ends its turn there takes 5 fire damage. The benefit lasts for 1 hour, no concentration required. • Psionics On a failed save, it takes 1d8 psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. • Minotaur • Arcanist The attack roll uses your psionic ability. • Martial Adept Until your concentration ends, that weapon becomes a magic weapon with a +3 bonus to its attack and damage rolls. Cloud Steps (1–7 psi; conc., 10 min.). Notify administrators if there is objectionable content in this page. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. • Mastermind If you'd like to edit, please message the admin and she'll get back to you eventually. If you haven’t moved yet on your turn, you take a bonus action to teleport up to 20 feet per psi point spent to an unoccupied space you can see, and your speed is reduced to 0 until the end of the turn. Your mind becomes one with elemental water, attuning your thoughts to its ebb and flow. Psychic Phantoms As a bonus action, choose up to three creatures you can see within 60 feet of you. Watch headings for an "edit" link when available. One who turns the mind’s potential to the warrior’s art is known as a psychic warrior. If you have a climbing or swimming speed, this increase applies to that speed as well. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it. Psychic Warrior Fighter Archetype 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 … The Difficulty Class for saving throws against psychic warrior powers is 10 + the power’s level + the psychic warrior’s Wisdom modifier. As an action, choose one creature you can see within 60 feet of you. List of Source Books *Please Support By Owning the Books* Spells. When you attack with it while focused on this discipline, its damage is psychic and magical, rather than its normal damage type. Aura of Jubilation (3 psi; conc., 1 min.). Each creature in the sphere must succeed on a Strength saving throw or take 1d6 bludgeoning damage and be moved to an unoccupied space of your choice in the sphere. Keen Senses (2 psi). The bonus equals half your Intelligence modifier (minimum of +1). In combat, roll for its initiative, and choose its behavior during its turns. • Dragon Winga Revised: Psi-Knight Fighter subclass, a rework of the former Psychic Warrior subclass; Revised: Psionic Soul Sorcerer subclass, a rework of the former Aberrant Mind subclass; Revised: Soulknife Rogue subclass; So how do the Psionic Options Revisited stack up against the previous incarnations, and against each other? In combat, roll for their initiative, and choose their behavior during their turns. Truesight (5 psi; conc., 1 min.). On a hit, this attack deals 1d10 slashing damage per psi point spent. As a bonus action, you analyze the aura of one creature you see. • Mobile PU: Barrage: Execute a flurry of swift attacks against nearby targets. Psychic Focus. You have learned how to channel psionic energy into your attacks, lending them devastating power. Wikidot.com.wikidot.com Share on. Awakened Discipline You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. This is a multipart series about my home brew psionics and psychic warrior classes and rules for fifth edition Dungeons & Dragons. As a bonus action, you gain a flying speed of 60 feet, which lasts until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. Wind Form (5 psi; conc., 10 min.). • Lurker in the Deep • Flail Mastery You place a mote of pure fury within a creature’s mind, causing its bloodlust to overcome its senses and for it to act as you wish it to. Psychic Focus. • Squat Nimbleness • Artificer Spells Psychic Redoubt (5 psi; conc., 10 min.). Animate Earth (7 psi; conc., 1 hr.). Please follow the survey link below to let us know … • Way of the Four Elements Wings sprout from your back. Choose one creature you can see within 60 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. As an action, you unleash a wave that surges forth and then retreats to you like the rising tide. One who turns the mind’s potential to the warrior’s art is known as a psychic warrior. • Human • Historian Baleful Transposition (5 psi). 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