Dark Sun Gnome
First Post
Here is my first homebrew class, the Psychic Warrior. In the 3rd edition Expanded Psionics Handbook, the Psychic Warrior was basically a blank canvas, and most of its features were extra feats you took as you leveled up. This one was based on the feats in that book, and was built for the Dark Sun setting in mind (hence the first of what I hope will be a number of archetypes), and has the 5e powers here by Wartex1 and which I am building on.
As I mentioned, this is my first homebrew, so be gentle, and I used the class homebrewing guide to help me. Please comment and help me improve.
[h=1]Psychic Warrior[/h]
In the foothills of the Black Spine, a mul stares the approaching gith in the eyes, and plants her foot in the sand, never losing his focus on the ones baring down on her. A deep hum reverberates and a blast of force hits the gith, leaving them stunned.
Under the canopy of an agari tree, the Halfling clutches his bone sword and touches his ally, healing a deep wound across her back. As his eyes roll with blue flames in the pupils, the flesh starts to knit back together and reenergizes his comrade.
A thri kreen crouches behind a sand dune, staring at the group of elves that are attempting to raid a caravan. Laying his clawed finger on his chest, the carapace and patchwork garb flicker, disappearing from view in the light of the setting sun and Ral rising.
For many, the mind is a weapon that is only second – and even equal to – their fists, their blades or their bows. The Psychic Warrior harnesses the power of both body and mind in order to lay waste to his enemies and to protect his companions.
For the Psychic Warrior, the mind and the body are one in combat, and the nexus – the point in the core of a body where it comes together with the mental and the spiritual – is harnessed in order to unleash it on foes. To the kreen, the path is an easy one to take – the Chakak (Mind Warrior) is ingrained in many of them, and other races take up the path. Many Psychic Warriors wander the wastes, working as mercenaries for the ones that can provide the greatest ceramic, while others guard caravans and noble estates.
[h=1]Class Features[/h] As a Psychic Warrior you gain the following class features
Hit Points
Hit Die – 1d10 per Psychic Warrior Level
Hit Points at 1st level – 10 + your constitution level
Hit Points at Higher Levels – 1d10 (or 6) + your Constitution modifier per Psychic Warrior level after 1st
Proficiencies
Armour – Light Armour, Medium Armour, Shields
Weapons – Simple Weapons, Martial Weapons
Tools – None
Saving Throws – Wisdom, Charisma
Skills – Choose three from Acrobatics, Animal Handling, Athletics, Investigation, Perception and Psionics.
The Psychic Warrior
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[h=2]Psionic Defence[/h] You become harder to hit via the mastery of your mind. You gain a +1 bonus to AC.
[h=2]Fighting Style[/h]
You choose one of the two options for fighting style
Archery or Great Weapon Fighting (as per fighter)
[h=2]Manifestation[/h] At 2nd level, you have learned to harness your mind and focus on The Way. You are now able to fully manifest psionic powers.
You use power points to use The Way. The number of power points that you are able to use is shown in the Psychic Warrior table. After you complete a long rest, you regain your power points.
Power Saving Throw DC = 8 + your Proficiency Bonus + your Wisdom Modifier.
Power Attack Modifier = your Proficiency Bonus + your Wisdom Modifier.
Powers Known
You have a specific number of Powers known, and as you further master The Way, you gain further Powers. When you gain a level, you can replace one Power with any Power you can learn.
[h=2]Extra Attack[/h] Beginning at 5th level, you can attack twice when you take the attack action on your turn.
[h=2]Ability Score Improvement[/h] 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.
[h=2]Focused Mind[/h] At 10th level, you gain the ability to maintain your composure and manifest your powers in the most turbulent of situations. You have advantage on checks required to maintain concentration while manifesting powers.
[h=2]Psychic Augmentation.[/h] You are able to charge weapons with the potential to inflict damage on the mind as well as the body. By maintaining concentration, you can manifest your power onto your equipped weapon in order for it to deal additional 1d4 Psychic damage on successful melee or ranged attacks for up to 1 minute. This increases to 2d4 at 11th level and 3d4 at 15th level. You can use this feature after you complete a long or short rest.
[h=2]Speed of Thought[/h] At 10th level, you energise your mind to augment your speed. Your base speed increases by 10 feet.
[h=2]Signature Power[/h] Once you are 20th level, you have gained a mastery over two destructive powers. Choose two 3rd-level Powers that you can learn or already know. When you manifest those powers for the first time after a long rest, they do not expend any Power Points. These Powers do not count against your Powers Known, and if you already knew one of the Powers you chose as your Signature Power, you can exchange it for any spell that you can learn.
[h=1]Psychic Warrior Archetypes[/h]
[h=2]Chakak[/h]
The Chakak (Mind Warrior in Kreen) is the perfect synthesis of the Will and the Way combined with the way of the warrior, mind and body in perfect unison.
When you choose the Way of the Chakak, you gain the following features –
[h=2]Return Shot[/h]
At 3rd level you gain the ability to return incoming arrows, crossbow bolts, spears and other projectile and thrown weapons by using your power points. You can stop the projectile in mid-air by expending 3 power points and a wisdom saving throw (DC 8 + opponents attack bonus) to return the projectile back to your opponent. The opponent must make a Dexterity saving throw (DC 8 + Your proficiency bonus + Wisdom modifier) to avoid the projectile, which inflicts the same damage as the original attack (You roll the damage die).
[h=2]Force of Will[/h]
At 7th level, with your understanding of The Way, you are able to resist attacks with force of will. When you need to make a constitution saving throw, you can instead make a Wisdom saving throw to avoid the effect.
[h=2]Jump Attack[/h]
At 14th level, you gain the ability to inflict greater damage when you leap to attack an opponent. You can inflict a further 1d8 of force damage when you jump to attack another creature.
[h=2]Psionic Control[/h] At 18th level, you can choose 1st-level and a 2nd-level Psionic Power that you know. Whenever you manifest one of these Powers at their given level, you do not expend any Power Points.
As I mentioned, this is my first homebrew, so be gentle, and I used the class homebrewing guide to help me. Please comment and help me improve.
[h=1]Psychic Warrior[/h]
In the foothills of the Black Spine, a mul stares the approaching gith in the eyes, and plants her foot in the sand, never losing his focus on the ones baring down on her. A deep hum reverberates and a blast of force hits the gith, leaving them stunned.
Under the canopy of an agari tree, the Halfling clutches his bone sword and touches his ally, healing a deep wound across her back. As his eyes roll with blue flames in the pupils, the flesh starts to knit back together and reenergizes his comrade.
A thri kreen crouches behind a sand dune, staring at the group of elves that are attempting to raid a caravan. Laying his clawed finger on his chest, the carapace and patchwork garb flicker, disappearing from view in the light of the setting sun and Ral rising.
For many, the mind is a weapon that is only second – and even equal to – their fists, their blades or their bows. The Psychic Warrior harnesses the power of both body and mind in order to lay waste to his enemies and to protect his companions.
For the Psychic Warrior, the mind and the body are one in combat, and the nexus – the point in the core of a body where it comes together with the mental and the spiritual – is harnessed in order to unleash it on foes. To the kreen, the path is an easy one to take – the Chakak (Mind Warrior) is ingrained in many of them, and other races take up the path. Many Psychic Warriors wander the wastes, working as mercenaries for the ones that can provide the greatest ceramic, while others guard caravans and noble estates.
[h=1]Class Features[/h] As a Psychic Warrior you gain the following class features
Hit Points
Hit Die – 1d10 per Psychic Warrior Level
Hit Points at 1st level – 10 + your constitution level
Hit Points at Higher Levels – 1d10 (or 6) + your Constitution modifier per Psychic Warrior level after 1st
Proficiencies
Armour – Light Armour, Medium Armour, Shields
Weapons – Simple Weapons, Martial Weapons
Tools – None
Saving Throws – Wisdom, Charisma
Skills – Choose three from Acrobatics, Animal Handling, Athletics, Investigation, Perception and Psionics.
The Psychic Warrior
[TABLE="class: MsoTable15Grid3Accent4, width: 497, align: left"] [TR] [TD="width: 43"]
[/TD] [TD="width: 35"]
PB
PP
Features
Powers known
Max Power Level
1st
+2
0
Psionic Defence, Fighting Style, Psychic Augmentation
-
-
2nd
+2
4
Manifestation, Focused Mind
2
1st
3rd
+2
6
Psychic Warrior Archetype
3
1st
4th
+2
8
Ability Score Improvement
3
1st
5th
+3
12
Extra Attack
4
2nd
6th
+3
16
Psionic Augmentation
4
2nd
7th
+3
19
Archetype Feature
5
2nd
8th
+3
22
Ability Score Improvement
5
2nd
9th
+4
28
--
6
3rd
10th
+4
32
Speed of Thought
6
3rd
11th
+4
36
Improved Psionic Augmentation
7
3rd
12th
+4
39
Ability Score Improvement
7
3rd
13th
+5
41
--
8
4th
14th
+5
45
Archetype Feature
8
4th
15th
+5
48
Improved Psionic Augmentation
9
4th
16th
+5
50
Ability Score Improvement
9
4th
17th
+6
53
--
10
5th
18th
+6
57
Archetype Feature
10
5th
19th
+6
61
Ability Score Improvement
11
5th
20th
+6
66
Signature Power
11
5th
[h=2]Psionic Defence[/h] You become harder to hit via the mastery of your mind. You gain a +1 bonus to AC.
[h=2]Fighting Style[/h]
You choose one of the two options for fighting style
Archery or Great Weapon Fighting (as per fighter)
[h=2]Manifestation[/h] At 2nd level, you have learned to harness your mind and focus on The Way. You are now able to fully manifest psionic powers.
You use power points to use The Way. The number of power points that you are able to use is shown in the Psychic Warrior table. After you complete a long rest, you regain your power points.
Power Saving Throw DC = 8 + your Proficiency Bonus + your Wisdom Modifier.
Power Attack Modifier = your Proficiency Bonus + your Wisdom Modifier.
Powers Known
You have a specific number of Powers known, and as you further master The Way, you gain further Powers. When you gain a level, you can replace one Power with any Power you can learn.
[h=2]Extra Attack[/h] Beginning at 5th level, you can attack twice when you take the attack action on your turn.
[h=2]Ability Score Improvement[/h] 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.
[h=2]Focused Mind[/h] At 10th level, you gain the ability to maintain your composure and manifest your powers in the most turbulent of situations. You have advantage on checks required to maintain concentration while manifesting powers.
[h=2]Psychic Augmentation.[/h] You are able to charge weapons with the potential to inflict damage on the mind as well as the body. By maintaining concentration, you can manifest your power onto your equipped weapon in order for it to deal additional 1d4 Psychic damage on successful melee or ranged attacks for up to 1 minute. This increases to 2d4 at 11th level and 3d4 at 15th level. You can use this feature after you complete a long or short rest.
[h=2]Speed of Thought[/h] At 10th level, you energise your mind to augment your speed. Your base speed increases by 10 feet.
[h=2]Signature Power[/h] Once you are 20th level, you have gained a mastery over two destructive powers. Choose two 3rd-level Powers that you can learn or already know. When you manifest those powers for the first time after a long rest, they do not expend any Power Points. These Powers do not count against your Powers Known, and if you already knew one of the Powers you chose as your Signature Power, you can exchange it for any spell that you can learn.
[h=1]Psychic Warrior Archetypes[/h]
[h=2]Chakak[/h]
The Chakak (Mind Warrior in Kreen) is the perfect synthesis of the Will and the Way combined with the way of the warrior, mind and body in perfect unison.
When you choose the Way of the Chakak, you gain the following features –
[h=2]Return Shot[/h]
At 3rd level you gain the ability to return incoming arrows, crossbow bolts, spears and other projectile and thrown weapons by using your power points. You can stop the projectile in mid-air by expending 3 power points and a wisdom saving throw (DC 8 + opponents attack bonus) to return the projectile back to your opponent. The opponent must make a Dexterity saving throw (DC 8 + Your proficiency bonus + Wisdom modifier) to avoid the projectile, which inflicts the same damage as the original attack (You roll the damage die).
[h=2]Force of Will[/h]
At 7th level, with your understanding of The Way, you are able to resist attacks with force of will. When you need to make a constitution saving throw, you can instead make a Wisdom saving throw to avoid the effect.
[h=2]Jump Attack[/h]
At 14th level, you gain the ability to inflict greater damage when you leap to attack an opponent. You can inflict a further 1d8 of force damage when you jump to attack another creature.
[h=2]Psionic Control[/h] At 18th level, you can choose 1st-level and a 2nd-level Psionic Power that you know. Whenever you manifest one of these Powers at their given level, you do not expend any Power Points.
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