Psychic

Psychics have access to hidden information and special abilities by using only their minds.


Base Class

Psionic Reserve

You have a reserve of 5 psi points which can be used to fuel your psion abilities. You regain spent psi points at the end of a long rest.

Psychic Talents

Choose 3 low level talents from the Talents list.



Dreamwalker 1

3 SP | 3 HP | +3 Psionic Reserve

Dreamcatcher

You can pull the dreams and nightmares of others into reality. You gain access to sorcery and can use psi points in place of mana. You learn two spell effects. Spells you cast count as psionic, not magic.

Dreamwalker 2

3 SP | 3 HP | +3 Psionic Reserve

Sleep Step

You can peer into the dreams of sleeping creatures within 60 feet of you. While doing so, you can affect the dreams in any way as long as any targets stay asleep. You can also use this feature to connect the dreams of multiple creatures.



Hypnotist 1

3 SP | 4 HP | +3 Psionic Reserve

Hypnotic Voice

You can use your Main Ability Score instead of charisma when making charisma ability checks. In addition, you can spend 1 psi point to give a target within range a one word command. If the target fails the save, it must use 1 action on its next turn to complete the command to the best of its ability.

Hypnotists 2

3 SP | 4 HP | +3 Psionic Reserve

Suggestion

You spend 4 psi points to suggest a course of action that could be completed in one turn to a target within range. The suggestion is limited to one sentence. If the target fails, it must carry out the suggestion to the best of its ability on its turn. The target must be able to hear you, but it does not have to share any languages with you.



Medium 1

3 SP | 4 HP | +2 Psionic Reserve

Sixth Sense

You can detect the presence of ghosts nearby and communicate verbally with them. You can give ghosts the ability to temporarily return to the land of the living by expending 1 psi point. Alternatively, you can use this feature to expend 1 psi point and allow a ghost to possess you. The ghost pilots your body and uses your stats. Both uses of this feature last for one hour.

Medium 2

3 SP | 4 HP | +2 Psionic Reserve

Cross the Bridge

You can empower spirits that you summon with your Sixth Sense feature. You can spend 1 psi point to give a summoned ghost a melee attack that deals 1d6 force damage on a hit. The ghost uses your Main Ability Score for attack and damage rolls.



Oracle 1

3 SP | 4 HP | +3 Psionic Reserve

Future Sight

You have momentary glimpses into the future. You gain a +5 bonus to initiative checks. In addition, you can spend 5 psi points to change a creature's place in initiative. This must be after all initiative checks are rolled and before combat begins.

Oracle 2

3 SP | 4 HP | +3 Psionic Reserve

Fortune Teller

You can focus on a creature and learn what is destined for it in the near future. You spend 2 psi points and ask the lorekeeper 3 questions about what will happen to the target during the next 24 hours. The lorekeeper must answer in terms of how likely things are to happen. For example, if a player uses this feature and asks if an npc will die, the lorekeeper will answer very likely if that npc is supposed to end up in a dangerous situation.



Telekinetic 1

3 SP | 4 HP | +3 Psionic Reserve

Telekinesis

You can telekinetically move or manipulate objects within range. the weight limit of objects you can move is equal to 5 times your Main Ability Score modifier. You can temporarily increase this limit by expending 1 psi point for every 5 pounds.

Telekinetic 2

3 SP | 4 HP | +3 Psionic Reserve

Telekinetic Shove

You attempt to push a creature or object within range away from you. It must make an energy save or take 1d6 force damage and be pushed 10 feet away. You can expend psi points to increase the damage by 1d6 for every 2 psi points.



Telepathic 1

3 SP | 4 HP | +3 Psionic Reserve

Telepathy

You can communicate telepathically with creatures within range. You do not need to share a language with a creature to communicate with it in this way. You can also use this feature to detect the presence of psychic consciousnesses within range. Additionally, you can expend 1 psi point to learn the most prominent emotions of a creature within range.

Telepathic 2

3 SP | 4 HP | +3 Psionic Reserve

Psychic Attack

You target one creature and attempt to attack its mind. It must succeed on an ego save or take 1d6 psychic damage. You can expend psi points to increase the damage by 1d6 for every 2 psi points.

Telepathic 3

3 SP | 4 HP | +3 Psionic Reserve

Brain Scan

You can probe a creature's mind for its deeper thoughts. On a failed save, you learn the target's surface thoughts, important memories, and general deeper thoughts. A target knows that you are reading its mind unless you attempt to conceal it by making a check with your Main Ability contested by the target's insight. If you fail, the target can attempt to eject you from its mind by making willpower checks against your psychic DC.

A target affected by this feature has a -2 penalty to saves made against your psychic features.




Low Level Talents

Psychic Resilience

Cost: 1 psi point

Actions: Reaction

Whenever you make an intelligence or willpower save, you can use this feature to gain a +2 bonus to the roll.

Weapon Training

Cost: 1 psi point

Whenever you make an attack roll with a weapon you are trained in, you can use this feature to gain a +2 bonus to the roll.

Blind Spot

Cost: 3 psi points

Actions: 2

Choose a target within range. If it fails its save, you are invisible to it until the end of your next turn.

Aura Focus

Cost: 2 psi points

Actions: 3

Choose a target within range. You gain a +2 bonus to insight checks against the target.

Psychic Shield

Cost: 1 psi point

Actions: Reaction

Whenever you are the target of an attack roll, you can use this feature to gain a +2 bonus to your AC until the beginning of your next turn.