Base Class: Artificer
the Psion posses the power to reach into the minds of others and inhibit thoughts or physical movements, preventing them from making attacks or opening their mouths to cast spells. this poses a massive burden on the Psion however. A Psion also holds a small degree of control on inanimate objects within a short rang
Tool Proficiency
3rd-level Psion feature
You gain proficiency with Tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Psionic Spells
3rd-level Psion feature
Animate objects
Bigbys hand
blur
shocking grasp
detect magic
disguise self
dispel magic
enhance ability
haste
alarm
Mental Fortitude
You gain the ability to attempt to resist the effects of charm or frighten twice per day. When you are subjected to an effect that would cause you to have the charm or frightened effect and fail the saving throw, you are able to re-roll the saving throw. You must take the new roll regardless if it is a success or failure. This ability resets after one day or when taking a long rest.
Synapse Breakdown.
Through endless hours of honing your Psychic abilities you have gained the ability to temporarily limit an enemies motor functions. When you use this feature you choose one of two effects, you can choose to limit the targets ability to think or limit the targets body, either removing the targets ability to cast or the ability to make physical attacks. The target must make an intelligence saving throw equal to your spellcasting modifier + proficiency. if the creature passes the saving throw it receives 1d6 psychic damage and if the target fails it's ability is limited for one round, this can be extended a number of times equal to your proficiency bonus, but for every round past the first the effect is active you take 2d10 psychic damage.
Extra Attack
5th-level Battle Smith feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Overwhelming Force
3 times per long rest, impose the fear effect on a creature within 10ft, that creature makes an INT saving throw = to 10 + your spellcasting bonus plus proficiency. on a failed save the target is subjected to the fear effect and must spend it's turn getting as far away as possible from you. If the target is attacked while frightened it is able to re-roll the saving throw with advantage. when it breaks through the fear effect the creature takes psychic damage equal to 2d10 + proficiency.
Improved Telekinesis
As a bonus action you can attempt to knock a creature prone using your telekinetic powers, this requires a strength dueling roll, if you are the victor the creature is knocked prone, if the target wins the effect is null.
As a main action you can lift an object weighing no more than 500 pounds and move it a distance equal to your movement speed. you are a valid object for this feature.
as a free action, if your weapon is knocked out of your hand you can use your telekinetic powers to draw it towards yourself.
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Posted Jan 27, 2025.........................................................................................................................\