Base Class: Rogue
Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Psionic Assassin strikes and infiltrates the mind, cutting through barriers both physical and psychic, as well as creating simple items with their minds. These rogues discover psionic power within themselves and channel it to do their roguish work, while some go against the current and use their abilities to help others. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business.
The Psionic Assassins uses their mind to manifest weapons and objects, as well as perform supernatural stunts. They are highly versatile, able to switch between ranged and melee combat on the fly, and can use their mental powers to deceive and manipulate their enemies.
Psionic Abilities
3rd-level Psionic Assassin feature
Starting at 3rd level, 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.
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.
Psychic Whispers. You can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.
Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Proficiency Bonus (minimum reduction of 1), as you create a momentary shield of telekinetic force.
Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing Psyonic Energy die of force damage to plus the weapon's normal attack damage.
Weapon Manifestation
3rd-level Psionic Assassin feature
At 3rd level, a Psionic Assassin gains the ability to use their mind to conjure weapons out of thin air that suit the need of the task at hand. Whenever they take the Attack action, they can manifest any weapon that they are proficient in, such as a sword, dagger, or bow, that lasts for 10 minutes or until dismissed as a free action. They can summon 2 proficient weapons if they have the Light and Finease properties. These weapons can only be wielded by the Psionic Assassin who summoned them. Weapons that require ammo such as a bow or crossbow do not need to worry about ammo. The weapon deals psychic damage instead of physical damage and can be used to make ranged or melee attacks. When thrown the weapons are dismissed after they reach their target.
Psionic Ability Improvement
9th-level Psionic Assassin feature
By the 9th level, You have mastered new ways to use your telekinetic abilities, detailed below.
Psi-Powered Leap. As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
Homing Strikes. If you make an attack roll with a Manifested Weapon and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
Psionic Creation
9th-level Psionic Assassin feature
Starting at 9th level, a Psionic Assassin can use their mental powers to create simple objects out of thin air. As an action, they can create an object weighing no more than 10 pounds, such as a key, lockpick, or small shield, that lasts for 1 hour or until dismissed. A Psionic Assassin can dismiss an object as a bonus action.
Psychic Veil
13th-level Psionic Assassin feature
At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect. This invisibility acts as the spell with the same name.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.
Mindful Evasion
17th-level Psionic Assassin feature
Starting at 17th level, a Psionic Assassin gains the ability to use their mind to evade danger. Each of these abilities can be used once per long rest:
Psionic Dodge. When the Psionic Assassin is the target of a melee attack, they can choose to dodge the incoming attack and then get advantage on their next attack on the same target that previously targeted them.
Psionic Parry. The Psionic Assassin can use their mind to parry an incoming to the mind, as a reaction, giving them advantage on Wisdom or Intelligence saving throws.
Psionic Blink. The Psionic Assassin can teleport up to 30 feet in any direction as a bonus action, as if under the effects of the Misty Step spell.
Rend Mind
17th-level Psionic Assassin feature
When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.
Comments