Psychonaut Class (DnD 5e)
Class: Psychic (Modified Esper Psionic)
Description: A Psychic is someone who has been born with powerful psionic abilities, or has received them from an external source such as study, a higher being, or through experiments.Â
The most common starting ability a Psychic shows is telekinesis, the ability to move objects and even other people with the power of their minds alone. However, there are many other psychic abilities (referred to as PSI Powers) that a Psychic may learn to use over time. If Telekinesis isn’t your forte, talk with your DM about what to replace it with.
Proficiencies (Modified Esper Psionic)
Armor: None Weapons: Clubs, daggers, darts, quarterstaffs, slings Tools: Psychic Door Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Investigation and Perception.
Equipment (Esper Psionic + Psychic Door)
You start with the following equipment, in addition to the equipment granted by your background:
(a) a simple weapon of choice or (b) a light crossbow and 20 bolts (a) 5 darts or (b) a sling (a) an explorer's pack or (b) a dungeoneer's pack a Psychic Door If you are using starting wealth, you have 4d4x10gp in funds.
Astral Projection (Original)
Astral Projection is the ability to take one's mental image and insert it into the mind of another to explore their Mental World. Starting at level 1, you are only able to do so with the assistance of a Psychic Door. However, at level 9 you no longer need this door.
When Astral Projecting, your body enters a catatonic, trance-like state. Your connection to the physical world is lost for the duration of the PSI Power.
If your hit points reach zero in the Mental World, you will be returned to your body.
(It is recommended that, should you use this class in a non-Psychonauts related campaign, that you talk with your DM about when and how this may be used. I personally recommend establishing a side-campaign schedule as having to create Mental Worlds will definitely put more work on your DM)
Psychic Ability (Original)
Having trained your mental flexibility, your PSI Powers do not take spell slots to use at lower levels. The Duration of each PSI Power is one turn.
Ability Score Increase (Esper Psionic)
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature
Reactive Defense (Esper Psionic)
With enough reaction time, your powers are quick enough to activate in order to save you from incoming projectiles. Starting at 6th level, you can use your reaction when you are hit with a ranged weapon to catch any missile with your telekinesis, stopping it in its movement. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier + your Psychic level. The object is then able to be controlled on your turn as per the other objects in your telekinetic grasp
Telepathy (Original)
Telepathy is the psychic ability to speak to others using one's thoughts. Many psychics are shown to naturally know this ability.
List of PSI Powers
Telekinesis (Esper Psionic)
Starting at 1st level, you gain the ability to control the world around you with a simple thought, on a limited scale. At a range of 40ft, you can lift any Small object that’s not affixed to the ground into the air as an action. Using an action that can be part of the one made to lift them, you can then move the objects 20ft in any direction and 10ft if you use a bonus action. You must maintain concentration and the object must stay within your range if you leave it in the air at the end of your turn or it will fall to the ground. The number of objects you can lift is equal to half your Psychic level (rounded down) and the carrying capacity in lbs of your telekinesis is equal to your Psychic level x twice your Intelligence modifier. For example, a 3rd level Psychic with a 16 in Intelligence could lift up to 18 lbs in objects, meaning they could lift a single 18 lbs object, two 9 lbs objects, etc...
As an attack, you can strike your foes with a single object as part of the same action used to make it move. Note that an attack cannot be made when you use your bonus action to move objects.
The attack modifier for this is your proficiency bonus + your Intelligence modifier.
On a hit, the damage is 1d4 + your Intelligence modifier.
The damage die increases at certain levels, as shown in the Psychic’s table.
The damage type depends on the object used, at the DM’s discretion.
Upon repeated impacts, objects may also break, also at the DM's discretion. Depending on the object's size and its composition, it could become two objects of smaller size upon breaking or it could be rendered useless.
While considered a ranged attack, attack rolls using Telekinesis do not suffer disadvantage to hit a prone creature.
If magic items are used to attack using this feature, only static bonuses such as +1, +2 or +3 enchantments on weapons get applied. Any additional effects do not work unless the Psychic attacks using the weapon with their own hands (for example, a Flame Tongue weapon does not deal bonus fire damage if used as a projectile).
Instead of attacking, you may also put your telekinesis to creative uses such as pressing multiple objects together to create a larger object (for example, pressing many crossbow bolts together to create a ball of bolts would create a single Small object) or making a physical barrier using objects to provide cover. The DM has the final word whether or not an idea might work. Â
Starting at 5th level, you can now lift Medium objects at a range of 50ft. Your telekinesis speed is also heightened (15ft when using your bonus action and 30ft when using your action).
You can now attack twice with your telekinesis, either the same target or a different one, as long as they are in range.
Beginning at 9th level, you can now lift Large objects at a range of 60ft. Your telekinesis speed is also heightened (20ft when using your bonus action and 40ft when using your action).
Your attacks now count as magical for the sake of bypassing damage reduction.
Your maximum carrying capacity via telekinesis is now equal to twice your Psychic level x twice your Intelligence modifier.
Starting at 13th level, you can now lift Huge objects at a range of 70ft. Your telekinesis speed is also heightened (25ft when using your bonus action and 50ft when using your action).
You can now attack three times with your telekinesis, either all on the same target or different ones, as long as they are in range.
Beginning at 17th level, you can now lift Gargantuan objects at a range of 80ft. Your telekinesis speed is also heightened (30ft when using your bonus action and 60ft when using your action).
Your maximum carrying capacity via telekinesis is now equal to three times your Psychic level x twice your Intelligence modifier.
PSI Blast (Magic Missile)
You create three glowing darts of psychic force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 psychic damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this PSI Power using a spell slot of 2nd level or higher, the PSI Power creates one more dart for each slot level above 1st
Levitation (Fly)
You are able to levitate up to 20ft into the air. You gain a levitation speed of 60 feet for the duration. When the PSI power ends, you fall if still aloft, unless you can stop the fall.
At Higher Levels: When you use this PSI power using a spell slot of 4th Level or higher, you can target one additional creature for each slot level above 3rd
Clairvoyance (Original)
You gain the ability to see the world through another’s eyes. This takes concentration on your target. The person perceived through a target's eyes may appear different from their point of view. When concentration is broken, you will return to seeing the world through your own eyes.
Confusion (Confusion)
This PSI Power assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this PSI Power or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Use d10
Behavior
1 - The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
2-6 - The creature doesn't move or take actions this turn.
7-8 - The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 - The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
At Higher Levels. When you cast this PSI Power using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
Pyrokinesis (Create Bonfire)
You create a fire that you can see within range. Until the PSI Power ends, the fire fills a 5-foot cube. Any creature in the fire’s space when you cast the PSI Power must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the fire’s space for the first time on a turn or ends its turn there.
The fire ignites flammable objects in its area that aren’t being worn or carried.
The PSI Power’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Hydrokinesis (Modified Control Water)
Until the PSI Power ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you use this PSI Power. As an action on your turn, you can repeat the same effect or choose a different one.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the PSI Power's area, and the separated water forms a wall to either side. The trench remains until the PSI Power ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the ability’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the PSI Power ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 square feet and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the PSI Power ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Flood. At 4th level, you cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Cryokinesis (Frostbite)
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Zoolingualism (Speak With Animals)
You gain the ability to comprehend and verbally communicate with Beasts for the Duration. The knowledge and awareness of many Beasts is limited by their Intelligence, but at minimum, Beasts can give you information about nearby locations and Monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.
Herbaphony (Modified Speak With Plants)
You gain the ability to comprehend and verbally communicate with plants. You can question Plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable Plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a Common language, but you gain no magical ability to Influence it.
Invisibility (Invisibility)
Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you use this PSI Power using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd.
Time Bubble (Modified Slow)
You alter time around a creature of your choice in a 40-foot cube within range. A target must succeed on a Wisdom saving throw or be affected by this spell for the Duration
An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use Reactions. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature's Abilities or magic items, it can't make more than one melee or ranged Attack during its turn.
If the creature attempts to Cast a Spell with a Casting Time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take Effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
Mental Projection (Modified Manifest Echo)
You can use a bonus action to magically manifest a projection of yourself in an unoccupied space you can see within 15 feet of you. This projection is a two-dimensional image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another projection, or until you're incapacitated.
Your projection has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. While being your height, its flat nature allows it to navigate the world as if a Small creature. On your turn, you can mentally command the projection to move up to 30 feet in any direction (no action required). If your projection is ever more than 30 feet from you at the end of your turn, it is destroyed.
When you take the Attack action on your turn, any attack you make with that action can originate from your space and the echo's space if you so choose.
When a creature that you can see within 5 feet of your projection moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the projection’s space.
Mental Connection (Telekinetic Grapple of Esper Psionic)
Mental Connection is the psychic power to connect disparate ideas in people's minds and allows the player to pull themself towards floating platforms and enemies.
As part of your Attack action, instead of using a thrown object, you may attempt to grab a creature in your range.
The target must roll a Strength saving throw against a DC equal to 8 + your Intelligence modifier + your proficiency bonus. The saving throw can be repeated at the end of the target’s turns in case of an initial failure.
The target gets a +4 bonus on this saving throw for each size category it has that is larger than the Psychic’s.
The grappled creature can then be moved like any other object. However, when moving a creature using your action, the distance is halved (for example, a 5th level Psychic can only move a grappled creature 15ft instead of 30ft).
A grappled creature can be used as a projectile. If moved as an action, a grappled creature making contact with an object (or the ground) takes damage equal to your telekinesis damage. If a thrown creature makes contact with another creature, they both take half your telekinesis damage.
As an alternative, you can use an action to force a number of grappled targets of your choice to make a Strength saving throw. On a failure, the afflicted targets are prone as you force their bodies into the ground with your telekinesis. This only works if it would be possible for you to move the targets to the ground (at 5th level, the targets would need to be under 15ft in the air, under 20ft in the air at 9th level and so on).
Should you lift a creature high in the air and drop them, the falling creature takes damage equal to your telekinesis damage instead of falling damage. The creature also automatically breaks free of your grasp should they leave your range at any point.
In link with the amount of objects you can lift with your telekinesis, a Medium creature counts as two objects, a Large Creature counts as four objects, a Huge creature counts as eight objects and a Gargantuan creature counts as sixteen objects.
PSI Energy Transference (Life Transference)
You sacrifice some of your health to mend another creature’s injuries. You take 4d8 psychic damage, and one creature of your choice that you can see within range regains a number of hit points equal to the psychic damage you take.














