Psychic Equipment (Playtest)

by Therin

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Psychic Weapons and Armor

This is only a portion of the psychic items from the Psychic and Spiritual Handbook. Excluded are items that manifest psionic powers, accessories for psychic character classes, and artifacts. Wondrous items are included in a separate playtest document.

THIS IS PLAYTEST MATERIAL

The D&D material in this document is presented for playtesting purposes. The game mechanics are a draft, usable in your D&D campaign, but subject to design revision and editing. This material is unofficial, and neither sanctioned nor endorsed by the D&D Team, Wizards of the Coast, or Hasbro.

Feedback. The best way to provide feedback on this material is to complete the playtest feedback form on https://therincreative.com or to drop by r/TherinCreative on reddit. This material will be included in the Psychic and Spiritual Handbook.

Power Level. Material offered by Therin Creative is aimed to be on par with offcially published options. I respond to feedback and test results to hone the material until it is in such shape that any D&D campaign can use it just as it could official content, with the confidence that the material is balanced and worthy.

If you want more classes, subclasses, and psionic powers, please consult the Psychic and Spiritual Handbook (available at: https://www.dmsguild.com/product/437790/Psychic-and-Spiritual-Handbook

Psychic Items


Psychic items are like magical items, but are created through psionic or spiritual means. Except where noted, psychic items use the same rules as magical items. The DM can easily change a psychic item to a magical item or vice versa as desired.

A psychic item isn’t detected through means to detect magic, but is detected by means that reveal auras and psionic effects.

Attunement

Psychic items that require attunement are attuned in the same way a magical item is. A creature can be attuned to no more than three items, regardless of whether the items are psychic or magical.

If an item requires the character attuning the item be psychic, a character which has at least one class level in a class with the ability to manifest a power or use a psychic feature can attune the item. If attunement requires a manifesting ability, only a character with the ability to manifest a psionic power can attune the object.

Armor of Aversion

Armor (any), uncommon (requires attunement)


While you wear this psychic armor, you can use your action to activate its power. It has 3 charges. Each creature you choose within 10 feet of you must make a DC 13 Wisdom saving throw. On a failed save, the target refuses to be within 30 feet of you for 1 minute, and on its turn, it must use its movement to withdraw to at least 30 feet away from you before it can take its action. If its movement is insufficient, it must take the Dash action if able to complete the withdrawal. If the target is incapable of withdrawing, it acts normally. The target repeats the saving throw at the end of each of its turns, ending the effect for it on a success. The armor regains all charges daily at dawn.

Arrow of Returning

Weapon (arrow), rare (requires attunement)


You gain a +2 bonus on attack and damage rolls with this psychic ammunition.

After being fired, the arrow will return to your hand at the end of the turn. Only one of these arrows can be attuned at a time.

Axe of Kinesis

Weapon (any axe), rare (requires attunement)


You gain a +1 bonus on attack and damage rolls with this psychic weapon.

After you hit a target with the axe, you can take a bonus action to deal an additional 1d8 bludgeoning damage to your target or 2d8 bludgeoning damage if the attack was a critical hit.

Barrier Shield

Armor (shield), very rare (requires attunement)


This simple shield is crafted of a smooth material. As a bonus action, you can activate the shield to generate a psychokinetic barrier around you. The barrier has a hit point maximum of 100, but can’t be healed. While the barrier is up, you take only half of the damage dealt to you (rounded down), and the barrier takes the other half. The barrier has no effect against force and psychic damage.

The barrier remains until it is reduced to 0 hit points or you dismiss it as a bonus action. If the barrier is hit by the disintegrate spell or similar effect, it loses all of its hit points and falls. The barrier can’t be generated if it has 0 hit points remaining. The barrier regains all of its hit points daily at dawn.

Bounding Shield

Armor (shield), very rare (requires attunement)


While holding this shield you have a +1 bonus to AC. When you take the Attack action, you can throw the shield at a target within 30 feet of you in place of one of your attacks. Make a melee weapon attack as if you are proficient. The shield does 1d8 + 2 bludgeoning damage on a hit and counts as a magical weapon.

After making the attack, you can cause the shield to bounce off your target and attack a second target within 30 feet of the first. In any event, the shield returns to you immediately after making its last attack.

Demon-wrought Arrow

Weapon (arrow), rare (requires attunement)


This fiendish arrow functions as an arrow of returning.

Curse. The arrow is cursed to harm creatures loved by its wielder. Whenever it is fired and a member of the wielder’s family or a close friend is within the weapon’s range and has fewer than 20 hit points, the arrow will change its trajectory to strike that creature. Make an attack roll against the new target. On a hit, the target takes normal weapon damage and must make a DC 17 Constitution saving throw. The target takes 6d10 necrotic damage on a failed save, or half as much damage on a successful one.

A creature reduced to 0 hit points by the necrotic damage is killed and can’t be raised or resurrected. If more than one creature meets the criteria for the curse, it chooses the closest relationship.

Flailing Flail

Weapon (any flail or whip), rare (requires attunement)


You gain a +1 bonus on attack and damage rolls with this psychic weapon.

Whenever you hit with this weapon, you can take a bonus action to make one extra attack with it. This extra attack has advantage on the attack roll, and deals one additional die of weapon damage on a hit.

Force Bolt

Weapon (bolt), uncommon


The bolt deals an extra 1d6 force damage on a hit. Once it hits a target, the bolt is no longer psychic.

Force Shield

Wondrous item, very rare (requires attunement)


This item appears as an ornate bracer that can be worn over a gauntlet. You can issue a mental command as a bonus action to cause a field of force to emanate from the bracer, allowing you to wield it as a weightless +1 shield. You can dismiss the field as a bonus action.

In addition, if you are targeted by the magic missile spell while the field is active, you can use your reaction to negate the damage from the spell. If you are targeted by the disintegrate spell or similar effect, you can use your reaction to block the effect, but the field disperses and can’t be called upon again until the next dawn.

Mind Armor

Armor (padded), very rare (requires attunement)


While wearing this armor you gain a +5 bonus to AC and saving throws against telepathy and enchantment effects and those that deal psychic damage.

Psi-Leech

Weapon (dagger), very rare (requires attunement)


You gain a +1 bonus on attack and damage rolls made with this psychic weapon.

When you hit a creature that is concentrating, such as while maintaining a spell or power, the weapon deals an extra 1d10 force damage to the target. If the target is a manifester, it also loses 1 power point.

Psychoactive Skin

Wondrous item, rarity varies (requires attunement)


This item appears as a fist-sized globule of ectoplasm until attuned to a creature of Medium size or smaller. Once attuned, it bonds with the flesh of its user. The skin can be activated as an action to expand to cover the creature and its worn items as a second skin until the skin is retracted as an action or the attuned creature is reduced to 0 hit points.

While active, the wearer can breathe and detect its surroundings as normal. The psychoactive skin recedes away from parts of the body when the wearer needs to access its inventory or perform normal functions such as eating. Only one skin can be attuned at a time.

Chameleon Skin (Rare). While active, this skin changes in response to its environment granting its wearer nearly perfect camouflage. You have a +10 bonus on Dexterity checks to be unseen.

Eldritch Skin (Legendary). While active, this skin reveals hundreds of eyes and tiny slithering tentacles. Each creature that is with 10 feet of you when you activate this skin or which ends its turn within 10 feet of you while it remains active must succeed on a DC 15 Intelligence saving throw or be frightened of you for 1 minute.

While active, you can see in all directions using the eyes on the skin, granting you a +2 bonus on Wisdom (Perception) checks that rely on sight. Moreover, a foe gains no benefit from having an ally within 5 feet of you.

Hardened Skin (Very Rare). When you activate this skin, it shrouds you within biomorphic armor. Each skin’s armor has a unique appearance such as rock, steel, or wood. Your base AC equals 14 + your Constitution modifier.

Monstrous Skin (Legendary). While active, this skin enshrouds you in dark fibers. You have advantage on Strength checks and saving throws. You can lift three times your normal lift weight and jump five times your normal jump distance. You take half of the damage from falling and no damage from a fall of 50 feet or less. When you would be knocked prone from a fall or of effect that moves you, if you succeed on a DC 10 Dexterity check, you don’t fall prone.

Your unarmed strike uses a d6 for damage. Once each turn, after hitting a creature no larger than you with an unarmed strike, you can attempt to grapple it without an action. While grappling the target, you can throw it up to 30 feet as a bonus action. Treat this as if the target is falling.

Proteus Skin (Very Rare). While active, you gain the ability to change your appearance. As an action, you can change your appearance to another creature of the same size as you, including any worn attire and gear. The appearance is completely cosmetic, and any gear you create isn’t functional. You may also alter your voice to match the new appearance. When used as a disguise, you have advantage on ability checks to deceive that relies on sight.

Ringing Mace

Weapon (mace), very rare (requires attunement)


You gain a +2 bonus on attack and damage rolls with this psychic weapon.

When you hit a creature with the weapon, the target must succeed on a DC 12 Wisdom saving throw or be deafened until the end of its next turn. When you hit a creature concentrating on a spell, power, or other ability, the DC to maintain concentration is increased by 10, and if the target loses concentration, it becomes psychic strained until the end of its next turn.

Storm Glaive

Weapon (glaive), legendary (requires attunement)


You can use a bonus action to charge the weapon with electricity for 1 minute or until you use a bonus action to dismiss the charge. While the weapon is charged, it deals an extra 1d12 lightning damage to any target it hits.

As an action, you can spin the glaive in a continuous circle, creating a tempest 5 feet around you. Each creature within the tempest must succeed on a DC 16 Strength saving throw or be pushed 30 feet away from you and tossed 10 feet into the air. If the target is flung into a wall or other solid obstruction, it takes 1d6 bludgeoning damage for every 10 feet it can’t be pushed. After creating the tempest, it can’t be created again until 1 hour has passed.

Warmaster Spear

Weapon (spear), very rare (requires attunement)


You gain a +2 bonus on attack and damage rolls while wielding this psychic weapon. When you hit a target with this weapon, you can choose to deal bludgeoning damage instead of piercing damage.

You gain three martial dice, which are a d8. The spear regains all expended martial dice daily at dawn. When you make an attack with the spear, you can spend one die to perform one of the following maneuvers:

Demon Dive. You throw your spear at a foe up to 15 feet away, adding 1d8 to your attack roll. On a hit, the target is pushed 5 feet away from you and you teleport into the space it occupied, automatically retrieving the spear. This movement doesn’t provoke opportunity attacks. On a miss, the spear returns to you.

Exchange. You increase your AC by 1d8 until you are attacked or the start of your next turn. The first time you are attacked with a melee attack before the start of your next turn, you can swap spaces with your attacker. You don’t provoke opportunity attacks from this movement, but the creature you swap positions with does.

Rapid Thrust. You add 1d8 to your attack roll, and if your attack roll exceeds your targets AC by at least 5, it takes 1d8 additional weapon damage.

Sweep. On a hit, the target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your Strength modifier + your proficiency bonus + 1d8 or take as additional 1d8 weapon damage and is knocked prone.

Vault Kick. On a hit, the target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against a DC equal to 8 + your Strength modifier + your proficiency bonus + 1d8 or take an additional 1d8 bludgeoning damage and is pushed 10 feet away from you.

Psychic Conditions

Psionic powers and features can apply several new conditions. These conditions are detailed below.

Psionic Focused

  • A psionic focused creature is concentrating on a psionic power, spell with the psionic tag, or certain class features and feats, enabling it access to features that require the condition.
  • The condition ends when the creature ceases the effect that grants it

Psychic Strained

  • A psychic strained creature takes 2d6 damage at the start of each of its turns from stress while it maintains a power.
  • Whenever the creature manifests a new psionic power, it takes 1d6 + 1 per power point spent damage from stress, and must succeed on a Constitution saving throw against a DC equal to the damage taken or 10, whichever is higher, or the power fails and the power points are forfeit.
  • The creature can’t choose to maintain a new power, but can continue to maintain a power before becoming psychic strained.
  • Damage dealt by stress doesn’t require a creature to make a Constitution saving throw to maintain concentration.
  • The condition ends when the creature ends its turn without taking damage from stress.

The DM can make any psychic item a magical one and vice versa.


© Therin Creative; last revision: 29 Jan. 2023

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