Psychokinetic Subclass - For KIBBLESTASTY - PSION

by billyd1993

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Psion Subclass - Psychokinetic

My attempt at a subclass for "KIBBLESTASTY PSION"

Elemental Alignment

For this subclass you can become a generalist, or you can choose either fire, lightning or cold to align with. If you do choose to align with either fire, lightning or cold, you must choose the same for both the subclass & discipline. The element you align with will affect future abilities in this subclass.

(If you do not specialize, go to the Psychokinetic Generalist.)

Specialist

1st Level

Psionic Discipline

When you become a Psion & choose this subclass you feel a direct attachment to chaos & balance simultaneously, a direct connection to the elements.

You gain the Psychokinetic Discipline & add the associated cantrip below to your Psion list.

Cold – Shape Water

Fire – Control Flame

Lightning – Dancing Lights (presents as lightning)

3nd Level

At 3rd level you gain a unique way of bringing forward your element into the world, gaining the ability below relating to your element:

Ice Bomb

You gain finer control over the water molecules in the air & learn to freeze them into a solid block for protection, or for destruction.

As a bonus action you create a 5 foot cube of ice on the ground or a 10 foot cube in a body of water, up to a range of 30 feet from you. This cannot be used to freeze a creature. You could dive behind it to gain cover, or throw it down in the middle of a few enemies.

If you stay within range of the Ice Bomb, you can use your bonus action to maintain the Ice Bomb. At the end of your next turn (if it is not maintained) the Ice Bomb explodes, all creatures in a 15ft radius make a Constitution Saving Throw against your Psion Spell Save DC. On a failed save each creature takes your Intelligence Modifier as Cold Damage. (Half on a successful save if you take the Potent Psionic Talent).

This damage becomes Int Mod + 1d6 at level 5, Int Mod + 2d6 at level 11, Int Mod + 3d6 at level 17.

Aura of Heat

You have learned to become a vessel for fire and heat. As a Bonus Action you can concentrate for up to 1 minute, creating a 10 foot radius aura of searing heat centered on you. Any creature other than you who starts their turn within the aura, makes a Dexterity Saving Throw against your Psion Spell Save DC.

On a Failed Save, the creature takes your Intelligence Modifier as Fire Damage (Half on a successful save if you take the Potent Psionic Talent).

This damage becomes Int Mod + 1d6 at level 5, Int Mod + 2d6 at level 11, Int Mod + 3d6 at level 17.

You can use this ability a number of times per day equal to your Intelligence Modifier, Refreshing on a long rest. At level 10 this ability refreshes on a short rest.

Lightning Ejection

Filled with electricity & surging with power, you now eject people from your area with ease. When you use a Psi Point to recreate a spell or empower a Psionic Discipline ability (does not apply to your free psi points) that relates to lightning/thunder/wind, the power surges and explodes from you. Choose a creature within 30ft they make a Dexterity Saving Throw against your Psion Spell Save DC.

On a failed save the creature takes 1d6 Lighting damage & is pushed away from you 10 feet. On a successful save the creature is not moved & takes no damage unless you have the Potent Psionic Talent. The damage for this ability becomes 2d8 at level 5, 3d8 at level 11 & 4d8 at level 17.

As a reaction to being hit by an attack (spell, melee or ranged), you can spend 1 Psi Point & use this ability as a reaction, when you do so, you can choose to make this as a Spell Attack Roll or have the creature pass the normal Dexterity Saving Throw.

6th Level

Elemental Manipulation

You gain expanding abilities to manipulate your element. You gain a pool of Elemental Manipulation Points equal to half of your Psion level. This pool refreshes on a short rest. These points can be spent when you use an ability from your Psionic Discipline or Recreate a Spell & must be spend after the cast, but before any Saving throw or Attack Roll has been made. The effects are:

1 Point:

Add 2d12 Damage to one target of the ability. (Can only be used once per cast, determined before success of the spell is confirmed).

2 Points:

You cause a pulse to surge out from the target of the ability. Each creature within 10 ft of the target make a Dexterity Saving Throw for fire & lightning or a Constitution Saving Throw for cold. The creature takes damage equal to your 3rd level ability on a fail.

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3 Points for 1 of the following:

Extended - When you use a Psionic Discipline Ability or Recreate a spell, which has a Duration of 1 minute or longer. You can double its Duration, up to a maximum Duration of 24 hours.

Careful - When you use an ability or recreate a spell that forces other creatures to make a saving throw, you can protect some of those creatures from some damage. Choose 3 creatures (1 extra Elemental Manipulation Point per extra creature or object), when the creatures make their saving throws, they will take half damage on a failed save & quarter on a successful save.

10th Level

Elemental Potency

Your element becomes un-naturally potent. Your elemental blast is now considered a siege weapon against non-magical objects.

Advanced Manipulation

You gain additional options for your elemental manipulation points:

1 Point

You can use 1 point to empower/up-cast an ability or spell one level. You may only use this once per turn. & cannot be used to exceed your psi point maximum.

2 Points

You can treat any immunity to your damage type as resistance. (Cannot reduce Immunity down to nothing by stacking with any other abilities)

3 Points

Twin – When you use a Psionic Discipline Ability or Recreate a spell that Targets a single creature and doesn’t have a range of self, you can spend points to target a second creature in range with the same spell.

You cannot use this if the spell or ability can affect more than one creature on a single, normal cast.

You can spend 1 additional point to turn an AOE spell or multiple target spell into a single target spell. Making it available to be twinned (Fireball / Lightning Bolt).

Distant - When you use a Psionic Discipline Ability or Recreate a spell that has a range of 5 feet or greater, you can double the range of the spell. When you use a Psionic Discipline Ability or Recreate a spell that has a range of touch, you can spend 1 point to make the range of the spell 30 feet.

14th Level

You gain one of the below abilities based on your aligned damage type:

Ice Slide – (COLD / ICE).

You begin to freeze the water molecules around your feet as you move. You gain an ice slide speed equal to your walking speed & you are not affected by non-magical difficult terrain.

While you use Ice Slide, your high jump & long jump distances are multiplied by 4 as you temporarily freeze the water in the air to assist you. You freeze the surface of any water you step on. You can use Ice Slide on any body of water as if it were land. If you are falling you can choose to use this ability to slow your descent, you fall at 60ft per round & can control yourself enough to move on a diagonal.

You can choose to leave behind a 5ft wide trail of ice as you use skate away. The ice created remains for 1 minute. Any creature entering the ice on their turn, or that starts their turn on the ice, must make a dexterity saving throw against your Psion spell save DC or fall prone. You can create this trail a number of times equal to your Intelligence modifier + your proficiency (minimum of 1).

Lightning Speed – (LIGHTNING).

You gain the ability to travel at lightning speed. Your walking speed becomes 50ft & your high jump & long jump distance is doubled. When you dash, you can run along walls & ceilings as if unaffected by gravity, if you end your turn in a space where you would fall to the ground, you do so & take the falling damage.

You can choose to concentrate & supercharge your molecules to remain in place at the end of your turn, defying gravity. This ability requires concentration for up to 1 minute, and can be use a number of times equal to your Intelligence modifier (minimum of 1), refreshing on a long rest.

Blazing Flight – (FIRE).

Producing flames from your hands and feet you gain a flying speed of 50ft. If you fly within 5ft of any surface, you scorch it. Until the start of your next turn the scorched ground deals 1d4 fire damage per 5ft space to any creature that moves over these spaces.

You also learn to demonstrate your complete control over fire, you can create fire so hot that it becomes blue flame for 1 minute. When you do this, your base flying speed is doubled as you become a blue streak through the sky.

You can use this ability a number of times equal to your intelligence modifier (minimum of 1), refreshing on a long rest.

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Generalist

1st Level

Psionic Discipline

When you become a Psion & choose this subclass you feel a direct attachment to chaos & balance simultaneously, a direct connection to the elements. You gain the Psychokinetic Discipline.

3rd Level

Elemental Control

When you use an ability or recreate a spell that forces other creatures to make a saving throw, you can protect some of those creatures from some damage. Choose 3 creatures, when the creatures make their saving throws, they will take half damage on a failed save & nothing on a successful save. You can use this ability a number of times equal to your Intelligence Modifier + your Proficiency Modifier.

6th Level

Elemental Potency

Your control over all elements grow in strength, you can add your Intelligence modifier to all fire, lightning or cold damage. You can also add your intelligence modifier to the force damage dealt by your Elemental Blast.

10th Level

Melf's tutoring

As Melf made his meteors, you have gained a knowledge similar. You gain the spell 'Melf's Minute Meteors' to your Alternate Affects list. You can summon these as either, Shards of Ice (cold damage), Flaming Stones (fire damage) or Arc's of Lightning (lightning damage).

Elemental Versatility

Cold, Fire & Lightning become easier for you to control, giving you the ability to turn a Lightning Bolt into an Ice Beam, or Flaming Sphere into a ball of crackling lightning.

When you use Elemental Blast or recreate a spell from your alternate affects list of one of the above types, you can change the damage type to that one of the remaining two damage types. You can use this feature a number of times equal to your intelligence modifier (minimum of 1), refreshing on a short rest.

14th Level

Consistent Power

You have consistant control over the elements tied to your Elemental Blast. You now add your proficiency modifier to your elemental blast damage.

Primordial Summoning

Once per short rest you may cast as a free cast, Conjure Elemental. You may only summon either a Fire, Ice or Air Elemental. (Convert fire to Ice to make the elemental).

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