The Psychic They say that psychic power dwells within all, though only a few posess the capability to wield it. Be it through years of training, the assisstance of another Psychic, or some traumatic event, Psychics posess the power to wield their minds as powerful weapons. Using such a powerful ability can take it's toll on a Psychic, however. Attempting to overuse your power can be very dangerous, resulting in migranes, exhaustion, and in extreme cases, death. Unlocked Mind Psychics aren't conventional spellcasters. Their abilities don't require verbal, somatic, or material components, nor do they use spell slots. Some psychics prefer to gesture with their hands or shout when using their ablities, but this is mostly to help fledgling Psychics come to grips with their power. Using Telekinesis, and other abilities that last longer than one action, does require the Psychic to maintain concentration, however. If the Psychic is knocked unconscious, or rendered in any way unable to use their power, all items they hold are dropped and effects such as Improvised Wall are ended. When calculating save DCs and attack modifiers, the equation used is the same as for spellcasters: Psychic Save DC: 8 + (Wisdom Modifier + Proficiency Bonus) Psychic Attack Roll: (Wisdom Modifier + Proficiency bonus) Class Features Hit Points Hit Dice: 1d8 per Psychic level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Psychic level after 1st Proficiencies Armour: None Weapons: Simple weapons, Throwing Weapons Tools: None Saving Throws: Wisdom, Dexterity Skills: Choose two from Acrobatics, History, Insight, Deception, Athletics, Perception, and Intimidation Equipment a) 10 darts or 2 daggers b) any simple weapon c) scholar's pack or explorer's pack Alternatively, you can ignore the equipment her

and in your background, and buy 5d4 × 10 gp

worth of equipment from chapter 5 in the Player’s Handbook. Telekinesis The main display of a psychic's power comes from their ability to move and manipulate objects with their mind. The Psychic can manipulate a number of objects equal to their wisdom modifier with a combined weight not exceeding their mental carrying strength which is equal to wisdom modifier x 15. Generally, a psychic knows when something is beyond their carry weight, and is fairly skilled at estimating the weight of objects by sight. If a creature wants to resist the psychic's power, they must make a Strength saving throw vs Psychic Save DC. At early levels, the Psychic cannot pick up and carry creatures, simply push them. A psychic cannot lift themselves with their psychic powers until later levels. Attempts to influence oneself without proper care has resulted in the early demise of many unfortunate young Psychics. Enhanced Reflexes The psychic's ability to move objects can help avoid attacks. They can slow the swing of a sword in time to move out of the way, or shift the trajectory of an arrow to avoid it. This does require the Psychic not to be hindered by steel or leather however. When not wearing armour, a Psychic's AC is equal to: 10 + (Wisdom Modifier + Dexterity Modifier) Level Proficiency Bonus Features Telekinesis Range Telekinetic assault damage 1 +2 Telekinesis, Telekinetic Assault, Enhanced Reflexes 30ft 1d10 2 +2 Object Manipulation, Connected Minds 30ft 1d10 3 +2 Improvised wall 30ft 1d10 4 +2 Ability score improvement 40ft 1d10 5 +3 - 40ft 2d10 6 +3 Self Control 40ft 2d10 7 +3 Psychic Grasp 40ft 2d10 8 +3 Ability Score improvement 50ft 2d10 9 +4 Sixth Sense 50ft 2d10 10 +4 Improved Self control 50ft 3d10 11 +4 Relentless force 50ft 3d10 12 +4 Ability Score Improvement 60ft 3d10 13 +5 Gravity 60ft 3d10 14 +5 Futile Resistance 60ft 3d10 15 +5 Mastered Self-Control 60ft 4d10 16 +5 Ability Score improvement 70ft 4d10 17 +6 Ascended Mind 70ft 4d10 18 +6 Mass Hammer 70ft 4d10 19 +6 Ability Score Improvement 70ft 4d10 20 +6 Master of the Mind 80ft 5d10 Telekinetic Assault Psychic attacks using Telekinesis can take several forms. Blast You assail the target with a blast of psychic force. Target must make a Strength save vs your psychic save DC to resist or take force damage equal to Telekinetic Assault damage and be pushed 10 feet in a direction of the Psychics choice. On a successful save the target takes half damage and is not pushed. At 7th level you gain the ability Barrage You throw multiple small objects in quick succession. Make a ranged attack. On a hit, target takes 1d6 + wisdom modifier in damage a number of times equal to your wisdom modifier. This attack can be directed at multiple targets, in which case roll a ranged attack roll per target. At 11th level Slam Throw one large object at a target. They and every creature within a 5ft radius from the target must make a Dexterity save vs Psychic Save DC, or take bludgeoning damage equal to Telekinetic Assault damage and be knocked prone. On a succesful save, they take half damage and aren't knocked prone. Influence Projectiles Starting at 2nd level, you become more skilled in using your telekinesis to manipulate moving objects. You can: Throw weapons with the Thrown property using Wisdom, adding the modifier to attack and damage rolls instead of the usual modifier.

Ignore the disadvantage from throwing at targets from a longer range.

Throw nearby crossbow bolts and arrows easily as as if they were darts.

Throw two darts or daggers at once, though you only add Wisdom to the damage roll once.

As a bonus action, you can recall one of your thrown weapons to back yourself. All thrown weapons must be directed at one target, unlike Barrage. You can throw an additional weapon at level 5, then again at level 10 and 15.

Connected Minds Starting at 2nd level, your ability to use your mind for telekinesis opens up possibilities for other applications. You can communicate telepathically to a number of allies or non-hostile creatures equal to your wisdom modifier, up to a range equal to your telekinesis range. The targets are aware that you are the source of the mental communication and can respond, regardless of language barriers. Improvised Wall Starting at 3rd Level, you can use your psychic powers to quickly create an improvised wall out of nearby materials as an action, provided there is something nearby to make the wall out of. This can be paving tiles, sand, dirt, a nearby table, or anything within the range of your telekinesis that you can lift. The wall has an AC of 10 and 20hp, and be up to 15x15ft in area and 5ft thick, though this may change depending on the items used and your DM's discretion. You may choose to create the wall in a certain design, such as implementing an arrow slot, stairs, or a doorway. The wall lasts for up to 10 minutes while the Psychic concentrates on it. The Psychic cannot use their telekinesis for anything else while this ability is in use. As a bonus action on their turn, the Psychic can move the wall 10ft, or alter the shape of the wall. They can also use a bonus action to rebuild the wall if it has taken damage, provided there are the materials to do so. If so, the wall recovers for 1d10 + Wisdom modifier hit points. Self-Control Starting at 6th level, you begin to become more comfortable with moving yourself with your psychic power. As a bonus action, you can choose one of the following effects: Increase your movement speed by 15ft and double your jump distance.

Gain advantage on Strength ability checks.

Gain +2 AC.

The ability to move along vertical surfaces and ceilings while leaving your hands free. You also gain a climbing speed equal to its walking speed.

You gain blind sight 60ft. This effect works around corners and through some walls, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. You can only benefit from one of the above effects at a time. You can use this ability a number of times equal to your wisdom modifier per short rest When when choosing or changing effects, however, you must make a wisdom saving through with a DC of 15. If you fail, all effects are cancelled, and you take 2d6 of force damage as you accidentally over extend a limb or push yourself too hard with your power. Psychic Grasp Starting at 7th level, you can attempt to grasp a creature in telekinetic energy and hold it captive. As an action, choose one creature you can see within 60 feet of you. The target must succeed on a Strength saving throw or be grappled by you until your concentration ends or until the target leaves your reach, equal to your Telekinesis range. The grappled target can escape by succeeding on a Strength check contested by your Wisdom check. While a target is grappled in this manner, you may apply create one of the following effects as an action: Crush: The target takes 3d6 force damage and is still held by Psychic Grasp. Move You move the target up to 30 feet, moving a target in this way does not provoke an attack of opportunity. Throw You throw the target 20 feet in a straight line in any direction. The target must pass a Dexterity (Acrobatics) check to land properly, or takes 3d6 force damage. This ends the effects of Psychic Grasp on the target. Hold You completely restrain the target, holding them still. You can add +2 to your Wisdom roll to contest their Strength check to escape. The damage of Crush and Throw increases by 1d6 at levels 11 and 15. Sixth Sense Starting from 9th level, you gain a mysterious awareness of the surrounding area, and can almost predict an enemy's movements. Add your Wisdom modifier to Initiative rolls. Twice per short rest, you can also add your Wisdom modifier to a Dexterity save throw. You may add it after the dice have been rolled but before the effect has happened. Improved Self Control Starting from 10th level, you no longer have to roll a wisdom save every time you change the benefit from Self-Control. Additonally, you can benefit from up to two Self Control effects at once. Switching between effects still requires a bonus action each. Relentless Force Starting at level 11 you can, in desperate situations, greatly increase your Psychic abilities. Once per long rest you can double all the damage taken from one psychic attack of your choice as per the critical hit rules and impose disadvantage on all psychic opposed checks for 1 minute (10 rounds)

Gravity Starting at 13th level, you can use your telekinesis to push up or down on a large area, in the form of one of the effects below. This ability covers a 30ft radius, 30ft high cylinder centered on the caster, and requires concentration. You can move while this effect is active, and the area of effect moves too, still centered on you. The effect lasts up to 1 minute while concentrated on. You can switch between the two effects as an action on your turn. You cannot use other telekinetic abilities while this effect is active, as all your power is required to maintain the effect. Increase Gravity You push down on the target area. All creatures must make a Strength save at the start of their turn or have their movement speed reduced to 0. On a successful save, their movement speed is halved. Additionally, on a failed save creatures affected by this ability have disadvantage on attack rolls. Any flying or levitating objects in this area are forced to the ground, taking damage equal to Telekinetic Assault damage at the Psychic's current level. This ability affects all targets in the area except the caster. Reverse Gravity You push up with your power, giving the effect of reversing gravity in the affected area. All creatures and Objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area of effect when you use this ability. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, Falling Objects and creatures strike it just as they would during a normal downward fall, taking damage equal to Telekinetic Assault damage at the Psychic's level. If an object or creature reaches the top of the area without striking anything, it remains there, and floats for the Duration. Additionally, the Psychic may choose to direct gravity in a different direction, such as parallel to the ground. If so the effect is the same as Reverse Gravity within the area of effect for this ability. This ability can be used a number of times equal to your wisdom modifier times per long rest. Futile Resistance Constant honing of your power means that enemies have a much harder time resisting or avoiding your attacks. Starting at 14th level, you gain +2 to your spell save DC when attacking with Telekinetic Assault or Psychic Grasp. Mastered Self-Control You are now as comfortable manipulating your own body as any other object. You can now benefit from up to three Self-Control effects at once. Additionally, your range for blindsight is equal to the range of your telekinesis. Awakened Mind At 17th level, your ability to use your mind has greatly increased as a result of your powers. You gain a +2 to your Wisdom score. Mass Hammer Starting at 18th level, you can pick up a huge object – a section of building, a chunk of the ground, a tree, and slam the opponent with it. Targets within a 15ft radius must make a Dexterity save equal to your Psychic DC, or take 10d10 bludgeoning damage. A successful save results in the targets taking half the damage. This ability can only be used twice per long rest. Master of the Mind At 20th level you can spend 1 minute focusing your massive mental fortitude. If you do so you recover all expended uses of your abilities for that day. Once you regain use slots with this feature, you must finish a long rest before you can do so again.