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Returning 35 results for '(Psychic)'.
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Psychic
monsters
Multiattack. The grell psychic makes one Tentacle attack and one Beak attack.
Beak. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Beak"} to hit, reach 5 ft
grell can’t make Tentacle attacks against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.
Spellcasting (Psionics). The grell psychic casts one
monsters
Incorporeal Movement. The psychic fragment can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Mimicry. The psychic fragment can mimic a single word or phrase it spoke in life. A creature that
Monsters
to 10.
Psychic Crush (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Psychic Crush"}. The ooze targets one creature that it can sense within 60 feet of it. The target must
make a DC 10 Intelligence saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Psychic Crush","rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one.Acid, Cold, Fire
monsters
remember their lives incites violence against mortals who intrude on their immortal prison.
Cursed Locations. The site of their death is tainted with hate and regret. Psychic fragments, souls of the
spirit linger as vaporous orbs. The touch of these haunting forms withers the flesh, potentially adding another death to a cursed location.
Uncanny Voices. Psychic fragments call to the living. They
Spells
.
Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t
spells
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within
throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t
Rules
Mental abilities such as a psionic blast deal psychic damage.
Compendium
- Sources->Dungeon Master’s Guide
Psychic Wind A psychic wind isn’t a physical wind like that found on the Material Plane, but a storm of thought that batters travelers’ minds rather than their bodies. A psychic wind is made up of
lost memories, forgotten ideas, minor musings, and subconscious fears that went astray in the Astral Plane and conglomerated into this powerful force. A psychic wind is first sensed as a rapid darkening
Compendium
- Sources->Xanathar's Guide to Everything
Psychic Scream 9th-level enchantment Casting Time: 1 action Range: 90 feet Components: S Duration: Instantaneous You unleash the power of your mind to blast the intellect of up to ten creatures of
14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned
Compendium
- Sources->Fizban's Treasury of Dragons
Raulothim’s Psychic Lance 4th-Level Enchantment Casting Time: 1 action Range: 120 feet Components: V Duration: Instantaneous You unleash a shimmering lance of psychic power from your forehead at a
isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of
Magic Items
Tendrils of ruidium extend across the metal surface of this shield. While this shield is on your person, you gain the following benefits:
You have resistance to psychic damage.
You can breathe
water.
You gain a swimming speed equal to your walking speed.
Psychic Reflection. When you take psychic damage while holding the shield, you can use your reaction to choose another creature you can
Mind Lash
Legacy
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Magic Items
strips away flesh, dealing an extra 2d4 psychic damage to any target it hits.
Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have
Magic Items
benefits while wearing the crown:
You have resistance to psychic damage.
You have advantage on saving throws against effects that would charm you.
You can use a bonus action to inspire one creature you
Magic Items
3
Fire
4
Force
5
Lightning
6
Necrotic
7
Poison
8
Psychic
9
Radiant
10
Thunder
Mind Blade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Magic Items
Lightning Resistance;Lightning
Citrine
6
Ring of Necrotic Resistance;Necrotic
Jet
7
Ring of Poison Resistance;Poison
Amethyst
8
Ring of Psychic Resistance;Psychic
Jade
9
Ring of Radiant Resistance;Radiant
Topaz
10
Ring of Thunder Resistance;Thunder
Spinel
Magic Items
resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you
Magic Items
disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.
As
Magic Items
This magic armor has a dull, rusty color or has veins of ruidium running through it. While you wear this armor, you gain the following benefits:
You have resistance to psychic damage.
You can
Magic Items
swimming speed equal to your walking speed.
Ruidium Strike. A creature you hit with this weapon takes an extra 2d6 psychic damage.
Ruidium Corruption. When you roll a 1 on an attack roll made with this
Greater Silver Sword
Legacy
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Magic Items
charmed, and you have resistance to psychic damage. In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.
Magic Items
Potion of Necrotic Resistance;Necrotic
7
Potion of Poison Resistance;Poison
8
Potion of Psychic
9
Potion of Radiant Resistance;Radiant
10
Potion of Thunder Resistance;Thunder
Magic Items
the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature. The
Magic Items
roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or
Magic Items
Orb of Shielding (Necrotic);Mabaran obsidian
Necrotic
Orb of Shielding (Cold);Risian shale
Cold
Orb of Shielding (Force);Shavarran chert
Force
Orb of Shielding (Psychic);Xorian marble
Psychic
Spells
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and
Spells
immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately
attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
Classes
, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves&rsquo
revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.
magic-items
psychic damage. When a crystal is destroyed, it explodes in a 20-foot-radius sphere of destructive energy. Any creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) force damage on a failed save, or half as much damage on a successful one.
magic-items
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
spells
. It explodes in a 20-foot-radius sphere of erratic psychic energy that overwhelms the minds and senses of those within. Each creature in the sphere must succeed on an Intelligence saving throw. On a
failed save, a creature takes (10d6) psychic damage and becomes incapacitated until the end of their next turn. On a successful save, a target takes half as much damage and suffers none of the spell
Classes
other settings of power.
College of Whispers Features
Bard Level
Feature
3rd
Psychic Blades, Words of Terror
6th
Mantle of Whispers
14th
Shadow Lore
Classes
tentacle is now growing on you, but no one else can see it.
2
A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you
.
3
You once suffered the dominating powers of an aboleth, leaving a psychic splinter in your mind.
4
You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And
Monsters
one Psychic Lash attack.
Spear. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6
"} to hit, reach 10 ft., one creature. Hit: The target is grappled (escape DC 14) and takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"psychic
magic-items
This soft, violet cap bears stitching in the pattern of folds on a brain.
As a bonus action while wearing the cap, you can project psychic energy in a 60-foot cone. Each creature in that area must
make a DC 15 Intelligence saving throw. On a failed save, a creature takes 5d8 psychic damage and has the stunned condition for 1 minute. On a successful save, the creature takes half as much damage