Base Class: Ranger
There are some enemies that mere mortals stand little chance against, like Mind Flayers and their ilk, who brandish powerful psionic abilities that render lesser minds prone to domination or sheer insanity. Throughout time, enough survivors of group attacks of such terrible aberrations and horrors would learn to share knowledge of such creatures' weaknesses and flaws. Often having been victims of evil psionic power themselves, some of these survivors and warriors learned to hunt those targets exclusively in a unity of pure vengeance, hoping to beat such terrible cratures back to the depths from which they came.
Psionic Talent
Where many Rangers are trained in additional magical secrets that assist them on their path, Psi Hunters do not receive such training, but instead the effect of psionics on their mind becomes clearly pronounced. You gain Psionic Talent, as you harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Psionic Talent Options. You can use your Psionic Talent die in the following ways:
Psi-Boosted Ability. When you make a Strength or Dexterity check, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed.
Psionic Enemy. You may target an enemy and read it's surface thoughts, interpreting its instinctual reactions and movements before that creature can even perform them. As a bonus action, choose a creature you can see and roll your Psionic Talent die. That creature has disadvantage on the first attack roll it makes against you in any round, and any attack you make against the creature ignores all cover but total cover for a number of rounds equal to the number rolled on the Psionic Talent die.
Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12). If you have a Psionic Talent die from another source, such as a class feature, you don’t get more than one die; use only the one with the largest starting size.
Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
Psionic Defenses
You become more inured against the mind-influencing capabilities of psionic monsters. You have advantage on saving throws from Divination and Enchantment spells. You may also, as a bonus action establish a mental fortification that easily halts many psionics users. If a creature with a Psionic Talent die targets you with an ability that utilizes that die, the user must first reduce the size of their psionic talent die to target you with that spell, ability, or feature. If they do so, the mental fortification is expended, and you may not use it again until you complete a short rest.
Psychic Combatant
You can imbue your own attacks with psionic energy. You gain a bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with mind magic. Until the end of the turn, the weapons are magical, and they deal magical psychic damage in addition to their normal types on a hit.
When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.
Once your weapons are imbued with such energy, you may cause them to flare up immediately and dramatically with psionic power. When you hit a target with an attack, you may immediately reduce your Psionic Talent die one size to deal 2d6 additional psychic damage to that target. This damage improves to 3d6 at 11th level.
Hunt Beyond the Mind's Eye
Using your psychic capabilities coupled with your magical skills in stealth and tracking, you learn how to become nearly impossible to find with mind magic, and how to seek out your quarry wherever they hide.
At 7th level, when you cast the Pass Without Trace spell, you may reduce your Psionic Talent die by one size and change the spell's duration to "up to 1 hour," removing the concentration requirement, and you may cast the spell without somatic and material components.
At 9th Level, when you cast Nondetection with yourself as the target, you may reduce your Psionic Talent die 1 size and you can cast the spell without somatic and material components.
At 13th Level, when you cast Locate Creature targeting any creature you have previously affected with your Psionic Enemy option you can reduce your Psionic Talent die by one size. If you do, you can track the target over any distance as long as they remain on the same plane as you, and a body of running water at least 10 feet wide does not block a direct path between you and the creature, but a sheet of lead, one inch thick or greater will do so. Additionally, you can cast the spell without somatic or material components.
Braindeath
At 11th level, you gain the ability to make your own mind not only unattractive to those enemies who would feast on your brain, but you can even transform your mental energy into a form of psychic venom that poisons them if they should try. Once you target a creature with your Psionic Enemy option, that creature must make a Wisdom saving throw DC 8 + your proficiency bonus + your Wisdom modifier. If the creature fails, it sees you as anathema, you gain a +5 bonus to Intimidation checks against that creature, and any time it targets only you with a spell or targets only you with a feature or ability that uses a Psionic Talent die, that creature suffers a level of exhaustion.
Flayer Slayer
You become a penultimate destroyer of evil monsters with alien minds, the terrible aberrations of the worlds and the spaces between them. You are able to pierce through their defenses more readily, and to destroy monsters like them more aptly. A target of your Psionic Enemy option does not have magic resistance against you, you cannot be stunned or charmed by any actions that creature performs, and you gain advantage on all grapple checks against that creature. These benefits remain until the Psionic Enemy option ends or until you choose a new target for it.
Additionally, you gain resistance to psychic damage.
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