Homebrew class: Psyker

chronozon937

First Post
Hello all. This is my first time here and frankly, I only made this account to post this. This is a class that I came up with after being inspired by Warhammer 40,000 and joining my friend's D&D group. Most of the features come from what I've read in the books, seen in the games, or read on the wiki. I've discussed it with my DM and he says it's pretty balanced and two characters have been made with this class(one of which has died already).



Psyker
LVL
Prof. bonus
Features
cantrips known
spells known
slot level
psyker points
psychic pushes
psychic backlash
1st
+2
Psychic Discipline,volatile magic
2
2
2nd
4
-
5
2nd
+2

2
3
2nd
5
-
6
3rd
+2
Psychic Discipline feature
2
4
2nd
6
-
7
4th
+2
Ability Score Improvement
3
5
3rd
7
1
8
5th
+3

3
6
3rd
8
1
9
6th
+3
Psychic Discipline feature
3
7
3rd
9
1
10
7th
+3

3
8
4th
10
1
11
8th
+3
Ability Score Improvement
3
9
4th
11
2
12
9th
+4

3
10
4th
11
2
13
10th
+4
Psychic Discipline,Witch-Sight
4
10
5th
12
2
14
11th
+4
Arcane knowledge
4
11
5th
12
2
15
12th
+4
Ability Score Improvement
4
11
5th
13
3
16
13th
+5

4
12
6th
14
3
17
14th
+5
Psychic Discipline feature
4
12
6th
14
3
18
15th
+5

4
13
6th
15
3
19
16th
+5
Ability Score Improvement
4
13
7th
16
4
20
17th
+6
Witch-Sight
4
14
7th
17
4
21
18th
+6
Psychic Discipline feature
4
14
8th
18
4
22
19th
+6
Ability Score Improvement
4
15
8th
19
5
23
20th
+6
Psychic Ascendency, Psychic discipline feature
4
15
9th
20
6
24
Class Features
As a psyker, you gain the following class features


Hit Points
Hit Dice: 1d8 per psyker level
Hit points at first level: 8 + your constitution modifier
Hit points at higher levels: 1d8 (or 5)+ your constitution modifier per psyker level after 1st.
Proficiencies
Armor: light armor
Weapons: simple weapons
Tools: none


Saving Throws: Wisdom, Constitution
Skills: Choose two skills from Arcana, history, investigation, insight, medicine, perception, and survival


Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a light crossbow and 20 bolts or (b) any simple weapon
• (a) a psychic focus or (b) a force weapon
• (a) a scholar’s pack or(b) a dungeoneer’s pack
• Studded Leather armor, and two daggers


Psychic Discipline
At 1st level your psychic powers begin to manifest, you may choose one psychic discipline from Biomancy, Will unleashed, Demons-bane, Demonology, and psychokinesis, each of which will be detailed later. Your choice grants you features at 1st level and again at 3rd, 6th, 14th, 18th, and 20th level. Additionally you may choose another discipline at 10th level.


Spellcasting ability
Wisdom is your spellcasting ability for your psyker spells and abilities, your spell save DC is 8 + your proficiency bonus + your wisdom modifier. Casting spells and using abilities uses psyker points, to represent how much power you can channel without hurting yourself. While casting spells always uses one point, abilities can take as many as 8 points. If you run out of points you can still use spells and abilities but at a great risk to your health, each time you do, you take psychic backlash for each point that would have been expended.


Volatile Magic
As a psyker your powers come from the warp, an alternate dimension of pure energy that echoes and underlies the familiar four dimensions of the material universe. You cannot directly control this power, only when it is released and where, as such your powers are incredibly unstable and must be channeled through a psychic focus or force weapon. Any time you cast a spell or use a psyker ability without your psychic focus, roll a DC 15 saving throw. On a failed save you will suffer psychic backlash and will cause a wild magic surge. Whenever you suffer psychic backlash roll a d20, on a 5 or lower, a demon, controlled by the DM, determined by the DM is summoned. On a 1, a portal to either the nine hells, the abyss, limbo, shadow fell, or the fey wild(DMs discretion) is opened and the inhabitants know you are the cause of the disturbance and are able to pass through. You may close this portal with a successful DC 15 wisdom saving throw.


Psychic pushes
At 4th level you gain the ability to push your spells to greater effectiveness. Spells are increased to two spell slots higher than they normally would be, if it is already 9th level, clone the spell and choose another target or center. Pushing psychic abilities is detailed in the ability’s description. If you push a spell or ability roll a constitution saving throw, on a failed save you take your psyker level + psychic backlash psychic damage, or half as much on a successful save. This damage can only be healed be a long rest of meditation.


Arcane Knowledge
A psyker’s power increases in proportion with their knowledge and experience, at 11th level your knowledge has increased to the point where you can twist your spells and the spells of others to some degree. As a bonus action you may spend one psyker point to give advantage or disadvantage against spell attack rolls or saving throws to creatures up to your wisdom mod as well as immunity to the “magic missile” spell for 1 minute.


Witch-Sight
At 10th level your constant peering into the warp has blinded your normal eyes but has taught you to look for the auras of creatures. You are blind but have blind sense out to 30 feet, at 12th level the range increases to 60 feet and again to 90 feet at 15th level. At 17th level you gain true sight out to 30 feet and this range increases 10 feet per level until 20th. Additionally creatures have a glowing aura around them with differing colors based on their alignment(DM’s discretion).


Pscychic Ascendancy
At 20th level your psychic abilities have reached almost god-like levels of potency, you may choose one of the following permanent effects, additionally you may choose another one every 30,000 exp after level 20. You have resistance to piercing, slashing, bludgeoning, force, and psychic damage. As a bonus action you may restore 1d4 + your wisdom modifier hit points to yourself or a creature you touch, but only once per turn. You may activate “My will, Known” ,if you know it, using no psyker points, you can’t lose concentration and it can last indefinitely, though you can dismiss it as a bonus action. You may activate "Malleus Hammerhand", if you know it, using no payer points, it however only lasts 2 rounds. Choose a psychic discipline and take up to two abilities from it, without needing the prerequisites for that discipline. You take half damage from psychic backlash, if you would already take half damage, you take none instead. You are constantly under the affects of the “fly” and “haste” spells.


Force weapon
Force weapons are psychically attuned melee weapons that are only effective in the hands of a psyker and act as deadly, psychic extensions, amplifiers, or focuses of the wielder’s own Warp-spawned powers. The weapon can take the form of any martial weapon, or you may have it take the shape of a gauntlet or pair of gauntlets(for punching things). Each force weapon is intimately attuned to it’s wielder’s mind, other psykers find it daunting to attune to it and it is almost useless in the hands of a non-psyker. You may not have more than one force weapon. At lvl1 Your force weapon is a +1 magic weapon that does 1*it’s damage dice. At lvl5 it becomes a +2 magic weapon that does 2*it’s damage dice(ex. longsword 2d8 slash, maul 4d6 bludg.). At lvl10 it become a +3 magic weapon that does 3*it’s damage dice(ex. longsword 3d8 slash, maul 6d6 bludg.). At lvl15 it becomes a +3 magic weapon that does 3*it’s damage dice + 1d8 force(ex. longsword 3d8 slash + 1d8 force, maul 6d6 bludg. + 1d8 force). At lvl20 it becomes a +3 magic weapon that does 4*it’s damage dice + 2d8 force damage(ex. longsword 4d8 slash + 2d8 force, maul 8d6 bludg. + 2d6 force). When anyone except you uses the weapon it is a +1 magic weapon. If your force weapon is a gauntlet(s) the damage dice is 1d6 bludgeoning.


Psychic Disciplines
Biomancy - (range:30 feet)Known to psykers who specialize in the manipulation of biological energy and processes. Through this art, biomancers can change physical form of either themselves or their enemies an allies.(requires a constitution of 17 or higher)
Blood Boil: (2 points, requires lvl 3) concentration, 1 minute. Target creature you can see within range makes a constitution saving throw, on a failed save they take 2d6 + your wisdom mod necrotic damage and another 2d6 at the start of their turn. On a successful save they take no damage, a successful save will end the effect. If the target is made of non-living material or otherwise does not have a circulatory system, they automatically succeed the save. If you push this ability the damage is increased to 4d6 and you may choose up to two more targets.
Seal Wounds: (2 points, requires lvl 1) Choose two willing targets you can see within range, they regain 2d6 hit points + your wisdom mod and remove 1 level of exhaustion. You may stack multiple heals onto one target. If you push this ability you may choose up to four more targets and remove 2 levels of exhaustion per target.
Malleus Hammerhand: (4 points, requires lvl 6) (concentration, 10 minutes) While this mode is active your strength becomes 20 + your wisdom mod, you must use unarmed strikes to attack your opponents, and anything you are holding must pass a DC 15 constitution saving throw or be destroyed. On a successful save the item is simply dropped. If the item is your psychic focus or force weapon it automatically succeeds the save. Furthermore while this mode is active, your fists are +1 magic weapons that deal 3d6 bludgeoning damage, while your knife hands are +2 magic weapons that deal 1d8 piercing and 1d6 bludgeoning damage, you may make two attacks per attack action. If your force weapon is a gauntlet(s) add it’s/their damage to the hammerhand damage. You have advantage on strength checks against creatures or objects that are 1 or 2 size categories larger than you, making a strength check to pick up a large item such as a pillar or wrench a gate off it's hinges does not count as holding it. This mode lasts for one minute, until you dismiss it as a bonus action, or you lose concentration. Finally you can spend you turn to add 2 + your constitution mod to your AC for the duration, this can stack multiple times to a max of 25 ac. If you push this ability your fists become +2 magic weapons dealing 5d6 bludgeoning, knife hands become +3 magic weapons dealing 2d8 piercing and 2d6 bludgeoning and you add your constitution mod to your ac.


Will unleashed - (range: 120 feet)The psyker’s mind has grown in potency until it’s to powerful to remain within in his skull. At the apex of this power, his psyche roams free, unfettered by flesh, able to read the thoughts of others at a whim, and frying their synapses where they stand.(requires an intelligence of 17 or higher)
My will, Known - (2 points, requires lvl 3)concentration, 1 minute. The locations and immediate plans of all creatures in a 15 feet radius that are unshielded from psychic prying in some way are known to you and you may communicate with your allies instantly and without failure so long as they are willing. Creatures who have an intelligence of 6 or greater feel a slight itching at the back of their head and may make an investigation check to determine what it is. A successful check lets them know you are reading them and may make a wisdom saving throw to block you out, if successful they are immune to mind reading excluding “My Will, Manifest” for 5 minutes, on a failed save they may try again after 30 minutes. You and any allies have advantage on saving throws, ability checks, and attack roles made against all creatures under the influence of “My will, Known”. If you take the “My will, Obeyed” ability the range of this ability is increased to a 30 feet radius, and again to a 60 feet radius if you take the “My will, Manifest” ability. You may not push this ability.
My will, Obeyed - (3 points, requires level 9)You force one creature you can see within range to make a wisdom saving throw against your spell save DC. If the target is willing they automatically fail the save. On a successful save you may spend one extra psyker point to deal 2d6 psychic damage to the target and that creature now has disadvantage on wisdom saving throws, on a failed save you take control of the creature’s body as if it were your own, your real body falls into a trance and is incapacitated and can still take damage, though you can still sense what is going on around it. Once at any point during your turn the creature may remake the saving throw, you may remain in the creature for up to 2 minutes then you must return to your body, if you cannot, wether because your body is dead or otherwise unusable, you may combat the creature’s wisdom. On a success you take full control of the creature’s body and force the creature’s soul out, you take on all the physical and racial characteristics of that creature and your strength, dexterity, constitution, and charisma ability scores change to match its. Because a psyker’s powers come from the warp and their own mind, you retain all your psyker levels, you lose all other levels in all other classes however. On a failed save, you are forced out of the creature’s body, and unless you have a way to sustain yourself and find a new body you will die instantly at the end of your next turn. If the creature you are inhabiting is willing, your souls merge and you gain all proficiencies, memories, and languages they had, add their intelligence and wisdom modifiers to your scores, respectively, and you now have split personality disorder and gain the flaw ”My head is full of gibbering voices and it can be hard to tell real from fake”. You may not push this ability.
My will, Manifest - (6 points, requires level 14) concentration, 24 hours. Your psyche leaves its fleshy prison, becoming an ethereal being of light and crackling energy. While this mode is active you have resistance to all damage types and have a hovering speed of 25 feet. When a creature makes an attack against you, and they are within 15 feet, you may use your reaction to make a ranged spell attack dealing 3d12 psychic damage to them. When you are within 15 feet of any creature you know their surface thoughts like with the “My will, Known” ability, in addition you may , as an action, read their minds to learn any information they might know. Make an insight check, on a success you gain full and perfect knowledge in one field that that creature would know(your choice) including proficiencies, skills, languages, tactics, pass codes etc. This information is forgotten upon return to your body, though you may burn the information into the mind of one creature(including yourself), that creature suffers 3d12 psychic damage and is stunned for 5 rounds but retains the information with perfect clarity, the damage cannot be prevented or reduced in any way and is permanent until that creature finishes a long rest. If you possess a creature with “My will, Obeyed” and are forced out, you may immediately activate this ability, you appear in an adjacent square 5 feet away and are stunned for one round. You may not push this ability.


Daemons-bane - (range:90 feet)Psychic demon hunters learn to turn their prodigious mental powers towards the destruction of their Warp-spawned adversaries(requires good alignment)
Purge the demon - (1 points, requires level 1) As a bonus action you may exude a glowing aura within fifteen feet of you, any creatures within this aura that aren’t “demonic” gain resistance to fire, piercing, bludgeoning, and slashing damage. Any “demonic” creature within the aura takes 1d4 + your wisdom mod radiant damage at the start of each of their turns. If you push this ability the aura is increased to 25 feet and the damage is increased to 1d12 + your wisdom mod.
Confound demon - (2 points, requires level 3) Choose target creature that you can see within range that can be considered “demonic”(fiends, demons, devils, tieflings, etc.). The creature makes a constitution saving throw against your spell save DC, on a failed save the creature is blinded and stunned for 1 minute. The creature may make another save after 30 seconds, a successful save will end the effect. If you push this ability the creature automatically fails every save to resist the effect and you may choose one other target.
Banishment - (5 points, requires level 9) You reach out to the source of power that is tying a demon to the material plane and crush it, choose a demonic creature that is within range, the creature makes a (DC 20 + your wisdom mod) constitution saving throw. On a failed save the demon is banished back to whatever plane it came from, if it was possessing someone or something, the demon is ejected and no harm comes to the possession victim, if the demon manifested itself, it suffers 10d10 psychic damage and is banished, if the demon rolled a 1 on the save it is destroyed utterly. If it is applicable and the demon had an object that was it’s source of power you may destroy that as well. If you push this ability the demon has disadvantage, may not use legendary actions to succeed the save, and is destroyed on a 5 or lower on the save.


Daemology - (range:60 feet)The study and practice of all things that deal with the warp and Chaos. Those users of this art are masters at manipulating the interaction between warp space and the mortal world but it tends to be the most difficult to control or truly master, with many either perishing or being driven insane.(requires evil alignment)
If you push any abilities while you have this discipline, first roll on the short term madness table and roll percentage for long term madness(50%) before the ability takes affect. Once you reach 10th level, and again at 15th, roll percentage for indefinite madness(65%) adding your psychic backlash to both percentages.
Summon Warp power - (2 points, requires level 3) You imbue yourself with unnatural speed and strength, add your wisdom mod to your strength, constitution, and dexterity scores for the duration(3 minutes), calculating the new modifiers for those scores. If you push this ability you gain resistance to non magical damage, and have advantage on strength, constitution, and dexterity checks and saving throws.
Summon demon - (4 points, requires level 6) You summon a demon(s), controlled by the DM, roll a d20 and use the demon summoning table to determine what you summon. make a wisdom check, on a 10 or lower the demon is hostile to you, on a 11-14 the demon is hostile to everything, on a 15-19 the demon is your unwilling ally and will leave after combat is over, on a 20 the demon is your willing servant for the next 1d4 hours. If you push this ability you may add/subtract your wisdom mod to/from the first roll, but you must say wether you are adding or subtracting before you roll. Alternatively you may choose what type of demon is summoned, however the demon is automatically hostile to everything, has preferred enemy against humanoids, is enraged, gets an additional 1d8 damage with all attacks, gains the flaw ”I must kill everything in a 5 mile radius”, and sheds a shifting purplish dim light for 30 feet. Additionally you are stunned for the next 1d4 rounds.
1
1 Shadow demon
6
2 chasme
11
3 hezrou
16
3 yochol
2
1 barlgura
7
1 hezrou
12
5 shadow demons
17
2 nalfeshneel
3
3 vrocks
8
1 glabreza
13
1 yochol
18
1 marilith
4
4 shadow demons
9
3 chasme
14
2 yochols
19
2 mariliths
5
1 chasme
10
2 glabrezas
15
1 nalfeshneel
20
1 goristro
[TD="colspan: 4"]
23+
[/TD][TD="colspan: 4"]
1 Balor
[/TD]
Vortex of Chaos - (8 points, requires level 9) A hole in reality opens up at a point you can see within range two feet in diameter, anything that enters the hole is transported to either the nine hells, the abyss, or limbo(DM’s discretion). Everything that is within 5 feet of the hole is instantly sucked in, 10 feet away and you must succeed on a DC 20 strength saving throw or be sucked in, 20 feet away and the DC decreases to 15, 30 feet away marks the end of the hole’s influence. The sphere cannot move or be moved, and you may close the hole with a successful 15 + your wisdom mod + your intelligence mod wisdom check. If you push this ability the range for the hole is doubled in every way and rather than appear at a spot you designate, it appears in a random spot within range, or the DM may decide where it appears.


Psychokinesis - (range:100 feet)Most psykers are able to master the ability to manipulate objects with their mind to some degree, any psyker may lift small things like candles, books, or pebbles. Somewhat rarer, however, are true psychokenetics, able to lift buildings with a thought and hurl them at their enemies with a gesture.(requires a dexterity of 17 or greater)
Lift - (3 points, requires level 3) The most basic psychokenitic power and can be used in a variety of way, choose a combination of two of the following affects:
Move - You move an object or objects with your mind up to twice your walking speed, choose a number of nonmagical objects within range up to your psyker level. Tiny counts as 1/2 of an object, medium counts as 2 objects, large counts as 4 objects, huge counts as 8 objects, gargantuan counts as 16 objects. You can move all the objects at once or only a few, and in different directions, objects that were moved into the air fall back down the next turn if not moved again. You may also move creatures but they can make a strength saving throw to resist.


Assail - You hurl an object or objects that has/have been moved that turn at a target within range, make a ranged spell attack for each object against the target. Objects deal 1d6 x “how many objects they count as” bludgeoning (or piercing/slashing if applicable) damage(small=1d6, large=4d6, gargantuan=16d6). This affect can only be used once per turn per object and that object can only be moved at half speed that turn after assailing something.


Hover - you command an object or objects you moved to hover in place near you, the objects may hover for up to 2 minutes and you may have up to your psyker level number of objects hovering around you and it not count against the number you can move or assail with. As a bonus action on your turn you may have 1 object assail a target.


Morph - you change the shape of an object within range to a form more pleasing, if the object is made of an easily malleable material such as stone or wood you can change it without difficulty. However if it is made of something like metal, or is exceedingly large or complex (made of more than one material eg. a house) you must concentrate on the object for 30 seconds to achieve the desired shape. If you wish to simply split it in half or otherwise break it half the concentration time, if you wish to do fine detailing such as carve a rock into the shape of a swan quadruple the concentration time, if there was no concentration time you must now concentrate for 1 minute.


If you push this ability the amount of objects you can manipulate is doubled.


Shockwave - (2 points, requires level 6) The psyker slams his palms together and the sound is magnified a hundredfold, creating a devastating shockwave that spreads in a 45 foot cone in front of him, any creature caught within the blast must succeed on a constitution saving throw or take 8d6 thunder damage, be deafened, and stunned for the next 2 rounds, creatures and objects made of brittle, inorganic material such as stone or crystal take double damage. On a success they take half damage and are stunned for 1 round. If you push this ability the damage increases to 10d6, the range increases to a 60 foot cone, and creatures have disadvantage on the save.
Barrier - (3 points, requires level 9)(concentration, 3 minutes)The psyker’s mind is so agile that he can swat aside projectiles and attacks mere inches away from his skin, while this mode is active anytime you would take damage from any source, you may make a DC 15 dexterity saving throw, adding your wisdom mod to the roll, to reduce the damage by half, if you would already take half damage, you take none instead. If you push this ability you take no damage if you succeed the save and have advantage.
 

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