Base Class: Warlock
This Warlock had displeased his patron ( The Great Old One ) and for this infraction the character was enslaved by Illithids, slated for Ceremorphosis. The process went wrong and instead of creating a new Illithid to serve the elder brain, the tadpole instead mutated the warlocks mind creating the Psionic Aberrant.
After the failed Ceremorphosis you awaken with no memories of your past life. With the physical and mental changes and the loss of favor from your patron your former Warlock abilities are forever lost and all experience points should be reduced to zero.
Quick Build
You can make a PA quickly by following these suggestions. First m make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.
Class Features
Hit Points
Hit Dice: 1d8 per Psionic Aberrant (PA) level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 ( or 5 ) + your Constitution modifier per PA level after 1st.
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two skills from Arcana, Insight, Religion, Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a spear or (b) a mace
• (a) leather armor or (b) studded leather armor
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a scholar’s pack or (b) an explorer’s pack
Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.
Psionics
As a student of psionics, you can master and use psionic talents (cantrips) and disciplines(class spells), the rules for which appear at the end of this document. Psionics is a special form of magic use, distinct from spellcasting but is still considered a magical effect for any mechanical rule determination( i.e. magic resistance, etc.).
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Psionic Ability
Intelligence is your psionic ability for your psionic talents & disciplines. You use your Intelligence modifier when setting the saving throw DC for psionic abilities or when making an attack roll with them.
Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier
Psionic attack modifier = your proficiency bonus + your Intelligence modifier
Telepathy
Your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.
Potent Psionics
Starting at 6th level, your psychic control has expanded to your physical attacks. All non-distance attacks count as magical ( of psychic damage type) for the purpose of overcoming resistance and immunity to non-magical attacks and damage
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
Thought Shield
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it.
Psychic Onslaught
Starting at 14th level, when you hit a creature with an attack, you can use this feature to attack the targets mind with a psychic onslaught of otherworldly terror. The creature is unable to perform any action until the end of your next turn, the target returns to awareness and takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
Disciplines Spell List
The introspective study of your new abilities let you choose from an expanded list of spells when you learn a PA Discipline. The following spells are added to the warlock spell list for you.
Psychic Aberrant Talents (Spells)
| Spell Level | Spells |
|---|---|
|
1st |
dissonant whispers, Magic Missile |
|
2nd |
detect thoughts, phantasmal force |
|
3rd |
Counterspell, Lightning Bolt |
|
4th |
dominate beast, Evard’s black tentacles |
|
5th |
dominate person, telekinesis |
Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Potent Psionics
Starting at 6th level, your psychic control has expanded to your physical attacks. All non-distance attacks count as magical ( of psychic damage type) for the purpose of overcoming resistance and immunity to non-magical attacks and damage
At 8th level, you gain the ability to infuse your weapon attacks with psychic energy. Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. When you reach 14th level, this extra damage increases to 2d8.
Thought Shield
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it.
You also gain the ability to cast Levitate at will once per day + your intelligence modifier. This is restored after a long rest.
Psychic Onslaught
Starting at 14th level, when you hit a creature with an attack, you can use this feature to attack the targets mind with a psychic onslaught of otherworldly terror. The creature is unable to perform any action until the end of your next turn, the target returns to awareness and takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
Comments