Hello dear brewers, here am I, today, presenting to you all, the psionic stalker, a ranger subclass using its mind and psionic power to defeat its enemies !
A Psionic Stalker is arguably the most terrifying sort of ranger. They use their minds and their psionic powers to kill their enemies without even needing to see them. Psionic Stalkers are incredibly rare, however, and most are found far from civilisation, fighting vast unknown threats.
Psionic Stalker Magic
3rd-level Psionic Stalker feature
You learn an additional spell when you reach certain levels in this class, as shown in the Psionic Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psi-Aiming.Your psionic power is influenced by your will, causing it to guide your weapon to stalk your prey's weak spot. Once on each of your turns,when you make an attack roll with a weapon with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the attack roll. You can use this power before or after making the attack roll, but before any effects of the attack are applied.
Psychic Divergence.Your innate psionic energy bursts forth to conceal you from your target's senses when you stalk after your unsuspecting prey. When you take the hide action, you can expend one psionic energy die and become invisible for a number of rounds equal to the number rolled or until you make an attack or cast a spell.
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
Mental Barrier
7th-level Psionic Stalker feature
You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Psionic Adept
11th-level Psionic Stalker feature
You have mastered new ways to use your psionic abilities, detailed below.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. You can use this ability against your favored foe without having to expend a psionic energy die.
Soul focus.When an enemy hits a friendly creature within 120ft, you can expend one Psionic Energy die and use your reaction to attack the creature. You expend the die only if the attack roll succeeds.
Oneiric Stalker
15th-level Psionic Stalker feature
You can transform your physical body into pure psionic energies, allowing you to not just hunt your prey, but also haunt it. As a Reaction to an Attack that would hit you, you become incorporeal until the start of your next turn causing the attack to miss unless it deals Psychic damage.
Additionally, you may become Incorporeal for one minute as an Action. The incorporeal condition ends early if you attack or cast a spell.
While you're Incorporeal this way, you gain the following traits.
You can move through other creatures and objects as if they were Difficult Terrain. You take 1d10 force damage if you end your turn inside an object.
You gain resistance to non-magical Bludgeoning, Slashing, and Piercing damage.
If you use either the reaction or the action of this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy die to use it again.
So I hope you liked it, and I'm looking for feedback on that subclass, it was an idea I had for a long time, but that I wasn't able to finish for quite a while, and then, Tasha's came, and I was thrilled to see, and then implement, the psionic die and ability tied to it to this ranger, it makes it feel like part of this wave of psionic subclass, and I like that.
What do you mean, should I replace the psionic strike with something entirely different ? or do you mean that the ranger should get it before, like lvl 3rd when they get their psionic energy ?
If they are out of dice and fighting a favored foe at level 11 or higher, do they still deal the Psionic Strike damage? Might need to clarify the last half of that ability.
Also, it is every attack against a favored foe, or just one attack per turn?
the latter and give them like blindsight or something maybe a stunning blast idk
So, if I move the psionic strike, I would like to have at least two new psionic ability when you reach level 11, any idea on what may I add ? Also, the fact it gives you free extra damage against your favorite foe is quite powerful, So moving it back to level 3 i would probably not put the part about the free damage for a favorite foe, making it quite identical to the fighter ability.
If they are out of dice and fighting a favored foe at level 11 or higher, do they still deal the Psionic Strike damage? Might need to clarify the last half of that ability.
Also, it is every attack against a favored foe, or just one attack per turn?
The goal was to make the extra damage 'free' against your favorite foe, therefore, you wouldn't need to have psionic die left to have the extra damage, but yes, I probably should make this clearer. As for every attack or one attack per turn, I actually haven't thought about that, Personally, I like the idea you may do it multiple time per turn when you have to expand your die, but as the damage is free against a favorite foe, it would probably be best to have it only once per turn if you do not expand dice.
Thank you both for pointing out those points to change !
Overall I think this is cool with one comment. The last ability is unnecessarily limited to a combat role. Becoming ethereal shifts the character into another plane, making them functionally invisible and incorporeal. In my mind, this should be more broadly useful than in combat, and isn't really a frightening ability in the context of D&D. I think the thought form and thought travel abilities from the archived psionics wizard are a good place to look for inspiration.
Overall I think this is cool with one comment. The last ability is unnecessarily limited to a combat role. Becoming ethereal shifts the character into another plane, making them functionally invisible and incorporeal. In my mind, this should be more broadly useful than in combat, and isn't really a frightening ability in the context of D&D. I think the thought form and thought travel abilities from the archived psionics wizard are a good place to look for inspiration.
This is a good point, as Rangers are supposed to be the premiere explorers in the game, tweaking the capstone to be an exploration ability that applies utility in combat situations might be more in-line with the overall class? Just something to think about.
So, I've slightly tweaked the last ability, removed the frightened part, but added the option to shift as an action too, using the same reset on a short rest to give the option to use that for exploration purpose.
I reworked the 15th level feature, you now become incorporeal thanks to it, and it works kinda like the invisibility spell (you get out of the incorporeal state if you attack or cast a spell). I also removed the damage when switching to that state as it seemed kinda random.
Changed the description of the psi-aiming ability with the 3rd level feature, you now have to expend the dice before knowing if you hit or miss. and added flavor text for a few abilities.
What still needs change:
Possibly a name change for the soul focus ability in the psionic adept feature
Swapping the Psi-aiming and Psionic Strike, and changing their balance accordingly (as a free damage bonus to favored foe at lvl 3 seem a tad too powerful)
Potentially changing the spell Phantasmal force to on in the basic rule or elemental evil companion content (so that the subclass can be shared when finished).
looks amaz-balls!, i personally have a hard time choosing classes, i love ranger but have been moving towards psi characters from Tasha's Calderon of everything, this helps out so much!
I would like the idea of creating a psionic hand-crossbow (just like Soulknife Rogues do with daggers), and using psionic dice to make it became a heavy-crossbow with a damage bonus, or something.
(Sorry if I wrote something wrong, I am brasilian and don't speak English fluently)
Hello dear brewers, here am I, today, presenting to you all, the psionic stalker, a ranger subclass using its mind and psionic power to defeat its enemies !
A Psionic Stalker is arguably the most terrifying sort of ranger. They use their minds and their psionic powers to kill their enemies without even needing to see them. Psionic Stalkers are incredibly rare, however, and most are found far from civilisation, fighting vast unknown threats.
Psionic Stalker Magic
3rd-level Psionic Stalker feature
You learn an additional spell when you reach certain levels in this class, as shown in the Psionic Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Psionic Stalker Spells
Hidden Stalker
3rd-level Psionic Stalker feature
you can take the Hide action as a bonus action.
Psionic Power
3rd-level Psionic Stalker feature
You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.
Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.
Psi-Aiming. Your psionic power is influenced by your will, causing it to guide your weapon to stalk your prey's weak spot. Once on each of your turns,when you make an attack roll with a weapon with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the attack roll. You can use this power before or after making the attack roll, but before any effects of the attack are applied.
Psychic Divergence. Your innate psionic energy bursts forth to conceal you from your target's senses when you stalk after your unsuspecting prey. When you take the hide action, you can expend one psionic energy die and become invisible for a number of rounds equal to the number rolled or until you make an attack or cast a spell.
The first time you use this power after each long rest, you don’t expend the Psionic Energy die. All other times you use the power, you expend the die.
Mental Barrier
7th-level Psionic Stalker feature
You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.
Psionic Adept
11th-level Psionic Stalker feature
You have mastered new ways to use your psionic abilities, detailed below.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. You can use this ability against your favored foe without having to expend a psionic energy die.
Soul focus. When an enemy hits a friendly creature within 120ft, you can expend one Psionic Energy die and use your reaction to attack the creature. You expend the die only if the attack roll succeeds.
Oneiric Stalker
15th-level Psionic Stalker feature
You can transform your physical body into pure psionic energies, allowing you to not just hunt your prey, but also haunt it. As a Reaction to an Attack that would hit you, you become incorporeal until the start of your next turn causing the attack to miss unless it deals Psychic damage.
Additionally, you may become Incorporeal for one minute as an Action. The incorporeal condition ends early if you attack or cast a spell.
While you're Incorporeal this way, you gain the following traits.
If you use either the reaction or the action of this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy die to use it again.
So I hope you liked it, and I'm looking for feedback on that subclass, it was an idea I had for a long time, but that I wasn't able to finish for quite a while, and then, Tasha's came, and I was thrilled to see, and then implement, the psionic die and ability tied to it to this ranger, it makes it feel like part of this wave of psionic subclass, and I like that.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
why on earth to they get psionic strike at 11th level other than that this looks cool
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
What do you mean, should I replace the psionic strike with something entirely different ? or do you mean that the ranger should get it before, like lvl 3rd when they get their psionic energy ?
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
the latter and give them like blindsight or something maybe a stunning blast idk
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
If they are out of dice and fighting a favored foe at level 11 or higher, do they still deal the Psionic Strike damage? Might need to clarify the last half of that ability.
Also, it is every attack against a favored foe, or just one attack per turn?
So, if I move the psionic strike, I would like to have at least two new psionic ability when you reach level 11, any idea on what may I add ? Also, the fact it gives you free extra damage against your favorite foe is quite powerful, So moving it back to level 3 i would probably not put the part about the free damage for a favorite foe, making it quite identical to the fighter ability.
The goal was to make the extra damage 'free' against your favorite foe, therefore, you wouldn't need to have psionic die left to have the extra damage, but yes, I probably should make this clearer. As for every attack or one attack per turn, I actually haven't thought about that, Personally, I like the idea you may do it multiple time per turn when you have to expand your die, but as the damage is free against a favorite foe, it would probably be best to have it only once per turn if you do not expand dice.
Thank you both for pointing out those points to change !
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
Overall I think this is cool with one comment. The last ability is unnecessarily limited to a combat role. Becoming ethereal shifts the character into another plane, making them functionally invisible and incorporeal. In my mind, this should be more broadly useful than in combat, and isn't really a frightening ability in the context of D&D. I think the thought form and thought travel abilities from the archived psionics wizard are a good place to look for inspiration.
This is a good point, as Rangers are supposed to be the premiere explorers in the game, tweaking the capstone to be an exploration ability that applies utility in combat situations might be more in-line with the overall class? Just something to think about.
So, I've slightly tweaked the last ability, removed the frightened part, but added the option to shift as an action too, using the same reset on a short rest to give the option to use that for exploration purpose.
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
Very cool!
I reworked the 15th level feature, you now become incorporeal thanks to it, and it works kinda like the invisibility spell (you get out of the incorporeal state if you attack or cast a spell). I also removed the damage when switching to that state as it seemed kinda random.
Changed the description of the psi-aiming ability with the 3rd level feature, you now have to expend the dice before knowing if you hit or miss. and added flavor text for a few abilities.
What still needs change:
Feel free to check out my hombrew: Magic Items, Spells, Monsters, Species, Feats, Subclassses, and Backgrounds. More detail in my Homebrew Compendium.
If you have any comments, suggestions, or ways to improve my homebrew, tell me, I'm always looking to improve!
Map commission Here.
looks amaz-balls!, i personally have a hard time choosing classes, i love ranger but have been moving towards psi characters from Tasha's Calderon of everything, this helps out so much!
thank You :)
-Delta23ofTheNight
I would like the idea of creating a psionic hand-crossbow (just like Soulknife Rogues do with daggers), and using psionic dice to make it became a heavy-crossbow with a damage bonus, or something.
(Sorry if I wrote something wrong, I am brasilian and don't speak English fluently)