Base Class: Blood Hunter
The Order of the Psion is only available to those individuals who have latent psychic abilities. Many Psions in this order desire only two things, furthering their knowledge of their psionic abilities and destroying any abberitions they come across, sending them back to the Far Realm. Psions actively seek out these eldritch horrors to uproot their influence over the natural world, and to absorb the knowledge these monsters may have gathered.
Rite of the Psychic
When you join this order at 3rd level, you learn to control your rite with your innate psychic ability and gain the Rite of the Oracle. While you have this rite active, you gain the following benefits.
- You cannot be disarmed.
- You gain the rite of the oracle.
- Your weapon deals one additional hemocraft die of rite damage when you hit an aberration.
- As a bonus action, you can make a 30 foot ranged attack an amount of times equal to your Intelligence modifier (minimum of 1). This attack deals damage equal to twice your hemocraft die.
Far Hunter
Beginning at 3rd level, you gain the ability to channel different psychic abilities. Once per short or long rest, you can teleport up to 30 feet away using a bonus action. If you teleport near a creature that is in a 5 foot radius, they must make a Dexterity saving throw equal to 8 + your proficiency + your Intelligence modifier. On a failed save, they are knocked prone.
You can also teleport through a wall or an object that is no more than 5 feet thick.
Cerebral Augmentation
At 7th level, you gain the ability to upgrade your body with different psychic augmentations. You can do this an amount equal to your Intelligence modifier (minimum of 1) per short or long rest using your reaction.
- You can move up to half your movement speed in any direction without taking an opportunity of attack.
- You gain the ability to telepathically communicate with a creature that is no more than 120 feet away. This telepathy functions like the sending spell.
- When you hit a target, you can make another attack afterwards as long as it is on the same turn.
- You can halve the damage taken by one attack.
Invasive Thoughts
Beginning at 11th level, as an action, you can now force your way into a creatures mind, reading their thoughts and abilities. When you do this, you can choose any one of the creature's ability scores. That creature then must subtract an amount equal to your hemocraft dice every time they make a roll using that ability score. This lasts for 1 minute, and the creature can make a Wisdom saving throw at the end of each of its turns. If the creatures save succeeds, they no longer need to subtract the hemocraft dice. You can use this an amount of times equal to your proficiency bonus per long rest.
Permanent Modification
At 15th level, you've honed your psychic abilities so much you unleash your mind' and body's potential. After you finish a long rest, you can choose one of these three benefits:
Honed Athlete. You gain advantage on all Strength and Dexterity saving throws and ability checks.
Psychic Warrior. You can add psychic damage equal to your Intelligence modifier to any attack you make.
Toughened Physique. You can become resistant to any 2 damage types of your choice.
Perfect Psion
Upon reaching 18th level, you have perfected your psychic abilities. Your thoughts can no longer be read, you gain immunity to psychic damage, you cannot be charmed or put under the effects of spells such a suggestion or command.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/18/2020 5:12:43 AM
|
89
|
11
|
--
|
Coming Soon
|
Comments