Base Class: Sorcerer
A psyker is a sorcerer who draws on the latent powers of their mind in order to manipulate reality. They give up their ability to cast spells for a nearly unlimited amount of magic.
Psi Casting
You can cast simple psionic spells.
You automatically get access to Psionic Bolt.
You get one other psionic ability at every other level.
Ability List:
- 1st Level Abilities
- Psionic Arrow
- Psionic Blade
- Psionic Force
- 6th Level Abilities
- Psi Burst
- Psi Fissure
- Psi Armor
- 14th Level Abilities
- Psychic Spikes
- Psychic Storm
- Psychic Flash
- 18th Level Abilities
- Mental Sledge
- Mental Fire
- Mental Barrier
Mental Barrier
Using your mental powers, you completely isolate yourself from the world for up to 1 minute at a time. You are entirely invulnerable, cannot be targeted or attacked, and cannot interact with the outside world. You may cast this once per day, and in combat this uses a standard action.
Mental Fire
Channeling the latent feelings of rage present in most creatures, you choose a target and deal fire damage equal to the combined levels and CRs of all creatures within 300 ft multiplied by 1d6, excluding monks. You may cast this once per long rest.
Mental Sledge
You form a massive force of psychic force and slam it into a target, dealing 10d10 psychic damage and sending them flying 50 ft and knocking them prone. You can cast this once per short rest.
Psi Armor
You gain AC equal to your Intelligence modifier.
Psi Burst
You create an explosion of psionic power at a location you can see. This deals 2d8 psychic damage to all targets in a 10 ft sphere. This does not gain damage as you level up, but instead takes a bonus action at 14th level. It also gains unlimited charges at 18th level. Until then, it has 5 charges per long rest.
Psi Fissure
You channel your psionic power to shift the world around you. You cannot use this in combat, as you can only move a cubic meter of dirt per minute. You have to move it from a location you can see to another location you can see. It does not matter if the material is part of a solid object.
At 14th level, you can reshape it at will while it is under your control.
Psionic Arrow
You form an arrow with your mental powers and shoot it at a target. The damage starts at 1d6 and grows to 1d8 at 6th level, 2d8 at 14th level, and 3d8 at 18th level. This has 5 charges at 1st level, 10 charges at 6th level, 20 charges at 14th level and gains unlimited charges at 18th level.
Psionic Blade
You manifest your psionic powers into a sharp edge, and wield it. This deals 2d4 at 1st level, increases to 3d4 at 6th level, 4d4 at 14th level, and 6d4 at 18th level. This has no limit on charges but can only be activated once per short rest for one hour.
Psionic Force
You manifest your psionic abilities in order to alter the position of objects. You may not use this ability in combat; however, there is no limit to the size of the object which you can move. You may move a Gargantuan object at the rate of 1 foot per minute, and double the speed for every size smaller. This does not affect living beings.
Psychic Flash
You create a burst of psychic power. It deals 1d4 psychic damage without requiring an action. This can only be cast 10 times per short rest. The damage increases to 2d4 at 18th level and increases to 20 casts per short rest.
Psychic Spikes
Whenever you take damage, you roll a 1d4. If you roll a 4, you deal half of the damage dealt back to the attacker.
Psychic Storm
You channel a cylinder of psychic power that remains there for as long as you maintain concentration. This cylinder is invisible and deals 2d6 psychic damage to all targets at the end of your of your turn. You may cast this 3 times per long rest.
Psi Control
You use your own psionic powers to take control of a creature. This causes you to be able to control its actions and movement, but it remains fully aware of its own self and can recognize that it is being controlled. While controlling a creature, you are unable to move or attack with your own self and are effectively unconscious.
Psionic Aura
You gain the ability to exert one aura on the nearby environment.
You may, as a bonus action:
1. Restore 4d6 HP to all allies at the start of every round.
2. Give each ally 4d6 temporary hit points, refreshed at the start of every round.
3. Or give each player 1 point of AC.
Aura of Armor
You use your psionic powers to give a protective armor to your allies. This gives all allies 1 extra point of AC. This increases to 3 points of AC at 18th level.
Aura of Life
You use your latent psionic powers to provide a shield of 4d6 temporary hit points, refreshed at the start of every round. This increases to 6d8 at 18th level.
Aura of Restoration
You use your latent psionic powers to mend some of your allies' wounds. You heal 4d6 damage per round. This is increased at 18th level to 6d8.
Psionic Kill
You use all your psionic energy to try to destroy the mind of a target. You may do this once per long rest. If you fail, you immediately go down to 0 HP and fail your first saving throw. This has no effect on creatures without sentience.
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