This class is based off the Psykers from Warhammer 40k. These powerful casters channel the power of the dreamscape, warp, or immaterium.

This is a work in progress.

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DnD Progression Chart

Level Prof. Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Force 2 2 2nd +2 Psyniscience 2 3 3rd +2 Psyker Archetype 2 4 2 4th +2 Ability Score Improvement 2 4 3 5th +3 2 4 3 2 6th +3 Push Two 2 4 3 3 7th +3 Extra Attack 3 4 3 3 1 8th +3 Ability Score Improvement 3 4 3 3 2 9th +4 Superior Force 3 4 3 3 3 1 10th +4 Archetype Improvement 3 4 3 3 3 2 11th +4 3 4 3 3 3 2 1 12th +4 Push Three 3 4 3 3 3 2 1 13th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 14th +5 4 4 3 3 3 2 1 1 15th +5 Archetype Improvement 4 4 3 3 3 2 1 1 1 16th +5 4 4 3 3 3 2 1 1 1 17th +6 Ability Score Improvement 4 4 3 3 3 2 1 1 1 1 18th +6 Push Four, Force Master 5 4 3 3 3 3 1 1 1 1 19th +6 Archetype Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Warp Conduit 5 4 3 3 3 3 2 2 1 1

Class Features

Health

At level 1: 8 + Con

After level 1: Add 1d8 + Con

Hitdice are 1d8 per level

Proficiencies

Saving Throws: Wisdom, Intellegence

Skills: Choose two of the following: Athletics, Arcana, Intimidation, Investigation, History, Perspection

Armor: Light and Medium Armor, Shields

Weapons: Light weapons, Battleaxe, Longsword, Warhammer, Crossbow(Hand), Force Weapons

Starting Equipment

The Psyker may start with the following equipment or 4d4*10 gold (100 Gold average)

(a) Force Sword or (b) Force Staff

(a) Leather armor or (b) Hide armor

(a) a hand crossbow with 20 bolts or (b) a shield

(a) an explorer's pack or (b) a dungeoneer's pack

Spellcasting

DC = 8 + Proficiency Modifier + Wisdom Modifier

Spell Attack Bonus = Proficiency Modifier + Wisdom Modifier

Psykers may use their force weapons as a spellcasting focus.

The Psyker begins play knowing two cantrips and three first-level spells. Additionally, all psykers know the Force Cantrip, which does not count against their cantrips known.

Beyond first level, the Psyker learns a new spell each time they gain a level, and gain new cantrips as described in the "cantrips known" section of the table. Psykers can only learn new spells that they have a spell slot to cast. Additionally, for all second-level or higher spells, the Psyker must know another spell of the previous spell slot level and the same school of magic. For example, a psyker who knows Magic Missile, an evocation spell, may learn Scorching Rays as they become 3rd level, but would not be able to if they had no first-level evocation spells.

Psykers have three levels of spellcasting power: fettered, unfettered, and push.

Fettered

Fettered requires the Psyker to use two spell slots to cast their spell, but does not generate psychic phenomena

Unfettered

Unfettered requires the Psyker to use a spell slot as normal. Additionally, the Psyker rolls 1d10. On a roll of a 1, the psyker must roll on the psychic phenomena table. All cantrips are cast at the unfettered level.

Pushing

Pushing allows the psyker to unleash their psychic fury and channel additional power than normal. To push a spell, the psyker chooses a spell and a spell slot they are able to cast it with. Then, the psyker may add 1 to the level of the spell slot they are using. They automatically roll a result on the psychic phenomena table. If the spell does not scale when cast at higher spell levels, the GM may allow the psyker to increase the range, spell DC, damage, or duration of the spell.

At sixth level, a psyker may push a spell slot two levels higher, but rolls with a +10 to their phenomena and perils rolls for that spell.

At twelfth level, a psyker may push a spell slot three levels higher, but rolls with a +20 to their phenomena and perils rolls for that spell.

At eighteenth level, a psyker may push a spell slot four levels higher, but rolls with a +40 to their phenomena and perils rolls for that spell.

Force

Force is a property that can be applied to any versatile weapon. When a character proficient in force weapons hits with a force weapon, they can choose to deal additional damage equal to their wisdom modifier in place of their strength modifier. Damage added to the attack this way is force damage.

For characters not proficient in force weapons, the weapons function as so

Force Staff is equivalent to a quarterstaff

Force Sword is equivalent to a longsword

Force Axe = Battleaxe

Force Hammer = Warhammer

To make a force weapon, the character must have the equivalent weapon, a spellcasting focus, and 30 gold worth of materials to inscribe runes and combine the objects to create the weapon. The character must also pass a DC 20 Wisdom Saving Throw and a DC 20 Tinker's Check.

Whenever a Psyker deals force damage, they may use a bonus action to cast the cantrip Force.

Force Cantrip

Both the psyker and their target both must make Wisdom Saving Throws. If the psyker rolls higher than the target, the target takes damage equal to how much higher the Psyker rolled.

Superior Force

At 9th level, the Psyker adds their proficiency bonus to their wisdom saving throw twice instead of once when using the Force Cantrip.

Force Master

At 18th level, the Psyker rolls their wisdom saving throw with advantage.

Psyniscience

A psyker may detect any demons, psykers, or presence of the source of their power leaking into the plane they are on (Warp Taint as it is called in Warhammer 40k) within 30 feet. For example, a portal into the plane where the psyker gains their power would be detectable by Psyniscience. The range of this ability becomes 60 feet at 10th level, and then 120 feet at 18th level. This ability may be used a number of times equal to the psyker's Wisdom bonus (minimum 1 use). All uses are regained after a long rest.

Extra Attack

At 7th level, whenever a psyker uses their attack action, they may make two attacks instead of one.

Warp Conduit

The psyker gains unlimited uses of their psyniscience ability. They also gain a 10th level spell slot. This spell slot functions the same as any other spell slot.

Archetypes

Sanctioned Psyker

These Psykers learn to harness the powers of the warp in a much more timid and safer fashion than normal Psykers. When a psyker chooses this archetype, they gain proficiency in heavy armor.

Rite of Sanctioning

At 10th level, a Sanctioned Psyker chooses one Psychic Phenomena. Whenever the Psyker rolls Psychic Phenomena, but does not generate Perils of the Warp, they may substitute their chosen result in for their roll.

Careful Preparations

At 15th level, a Sanctioned Psyker may spend a bonus action to meditate on their casting. The psyker's speed is reduced to 0 ft after doing so. The psyker may not move before using their bonus action to meditate. On the turn they meditate, they may cast a spell as if it is fettered, but only using one spell slot or cast a cantrip at the fettered level.

Bend Fate

At 19th level, a Sanctioned Psyker may reroll a result of a single roll of any kind has made and must use the new result. They must declare they are using this feature before the the result of the roll is confirmed or denied. The use of this feature is recovered after a long rest.

Unbound Psyker

These psykers prefer power and chaos over safety and allow the warp to take them to new heights and potential. When a psyker chooses the Unbound archetype, they gain the ability to create force weapon from any martial melee weapon. Additionally, they are detected as a fiend by the spell Detect Good and Evil and similar effects.

Favored Spell

At 10th level, an Unbound Psyker may choose one spell they know that is 5th or 4th level. Once every long rest, they may cast this spell at the unfettered level without using a spell slot. A roll of 1 or 2 generates physic phenomena

Unhinged Casting

At 15th level, an Unbound Psyker may use their Push feature without expending a spell slot. Push 1 may only be used to cast 1st level spells at 1st level, Push 2 can be used to simulate a 2nd level spell slot, and so on.

Vortex of Doom

At 19th level, an Unbound Psyker may open a portal to the source of their power. The portal is 25 feet in diameter and attracts everything around it. Any creature that ends it's turn, tries to move away from the portal, or is within 30 feet of the center of the portal when it opens must make a Strength Saving Throw compared to the psyker's spell DC. On a failed save, the creature is pulled 10 feet towards the center of the portal. If a creature is already in the center of the portal, they are pulled within. The portal is magical difficult terrain. All spells cast within 60 feet of the center of the portal, no matter who they are cast by, cause psychic phenomena. Unfettered spells cause perils of the warp automatically. Demons may erupt from this portal at the GM's discretion with varying moods and loyalties, depending on where the portal opened to.

Psychic Phenomena and Perils of the Warp

These tables are copied and adjusted from the Fantasy Flight Warhammer 40k roleplaying games. They are currently a work in progress.

Psychic Phenomena d100 Roll Effect 01-03 Dark Foreboding: A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them. 04-05 Warp Echo: For a few seconds, all noises cause sinister echoes, regardless of the surroundings 06-08 Unholy Stench: The air around the psyker becomes permeated with a bizarre and foul smell. 09-11 Mind Warp: The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion. 12-14 Hoarfrost: The temperature plummets for an instant and a thin coating of frost covers everything within 3d10 * 5 feet of the psyker. Everyone affected takes 1d4 cold damage 15-17 Aura of Taint: All animals within 1d100 * 5 feet of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause. 18-20 Memory Worm: All people within line of sight of the psyker forget something trivial. 21-23 Spoilage: Food and drink go bad within 5d10 * 5 feet of the psyker. 24-26 Haunting Breeze: Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within 3d10 * 5 feet of him. 27-29 Veil of Darkness: For a brief moment (effectively the remainder of the Round), an area within 3d10 * 5 feet of the psyker is plunged into immediate darkness. Magical light can penetrate this darkness. All individuals in the darkness count as blinded. 30-32 Distorted Reflections: Mirrors and other reflective surfaces within 5d10 * 5 feet of the psyker distort or shatter. 33-35 Breath Leech: Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Dash actions. 36-38 Daemonic Mask: For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear power with a range of 30 feet and a DC equal to the psyker's spell DC for the rest of the Round as described below. He also gains 1 Corruption Point. 39-21 Unnatural Decay: All plant life within 3d10 * 5 feet of the psyker withers and dies. 42-44 Spectral Gale: Howling winds erupt around the psyker. The psyker and anyone within 4d10 * 5 feet of him must make an DC 5 Acrobatics or Athletics test to avoid being knocked Prone. 45-47 Bloody Tears: Blood weeps from stone and wood within 3d10 * 5 feet of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood. 48-50 The Earth Protests: The ground suddenly shakes and everyone (including the psyker) within 5d10 * 5 feet of the psyker must make a DC 12 Dexterity Saving Throw or be knocked Prone. 51-53 Psy Discharge: Static Electricity fills the air within 5d10 * 5 feet of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light. Everyone in this static discharge takes 1d4 lightning damage 54-56 Warp Ghosts: Ghostly apparitions fill the air within 3d10 * 5 feet of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1). 57-59 Falling Upwards: Everything within 2d10 * 5 feet of the psyker (including the psyker himself) rises 1d10 * 5 feet into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (Falling damage is applied) 60-62 Banshee Howl: A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a DC 15 Constitution Saving Throw or be deafened for 1d10 rounds. 63-65 The Furies: The psyker is assailed by unseen horrors. He is slammed to the ground and suffers 1d12 bludgeoning damage. The psyker must test against Fear (2). 66-68 Shadow of the Warp: For a split second the world changes in appearance and everyone within 1d100 * 5 feet of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a DC 18 Wisdom Saving Throw or gain 1d5 Insanity points 69-71 Tech Scorn: The machine spirits reject you’re the psyker’s unnatural ways. All unwarded tech devices within 5d10 * 5 feet of the psyker malfunction momentarily, and all mechanical ranged weapons within this area jam and need to be unjammed as full round action. Characters with cybernetic implants must pass a DC 12 Constitution Saving Throw or suffer 2d10 force damage. 72-74 Warp Madness: A violent ripple of tainted discord causes all creatures within 2d10 * 5 feet of the psyker (with the exception of the psyker himself ) to become frenzied for 1 Round, they must attack the closest target they can reach. If multiple targets are equally close, enemy creatures are preferred. If multiple enemies are equally close, the target is randomly selected. Affected creatures gain 1d5 Corruption Points unless they can pass a DC 16 Wisdom Saving Throw. 75+ Perils of the Warp: The Warp opens in a maelstrom of energy. Immediately make a roll on The Perils of the Warp table.

Perils Of The Warp d100 Roll Effect 01-05 The Gibbering: The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a DC 15 Wisdom Saving Throw to avoid gaining 1d5+1 Insanity Points and becoming Stunned for 1d5 rounds. 06-09 Warp Burn: A violent burst of energy from the Warp smashes into the psyker’s mind, sending him reeling. He suffers 3d10 Force damage ignoring resistance and is Stunned for 1d5 Rounds. 10-13 Psychic Concussion: With a crack of energy, the psyker is knocked unconscious for 1d5 Rounds. Everyone within 3d10 * 5 feet of the psyker must make a DC 12 Wisdom Saving Throw or be Stunned for 1 Round. 14-18 Psy-Blast: There is an explosion of power and the psyker is thrown 1d10 * 5 feet into the air, falling to the ground. 19-24 Soul Sear: Warp power courses through the psyker’s body, scorching his soul. The psyker cannot use any spells for 1 hour and gains 5 Corruption Points. 25-30 Locked In: The power cages the psyker’s mind in an ethereal prison. The psyker falls to the ground in a catatonic state. Each Round thereafter, at the end of his turn, he may make a DC 20 Wisdom Saving Throw. On a success, his mind is freed and restored to his body. 31-38 Chronological Incontinence: Time warps around the psyker. He winks out of existence and reappears in 1d10 Rounds (or in 1 minute in narrative time). The psyker suffers 1d5 Insanity Points and his Constitution is reduced by 1. 39-46 Psychic Mirror: The psyker’s power is turned back on him. Resolve the power’s effects as normal, but the power targets the psyker instead. If the power is beneficial, it instead deals 3d12+5 Force Damage to the psyker and the beneficial effect is cancelled. Armour is ignored by the damage unless it is warded. 47-55 Warp Whispers: The voices of Daemons fill the air within 4d10 * 5 feet of the psyker, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker) must make a DC 25 Wisdom Saving Throw or gain 1d10 Corruption Points. 56-58 Vice Versa: The psyker’s mind is thrown out of his body and into another nearby creature or person. The psyker and a random being within 200 feet of him (note that this cannot be a Daemon, Untouchable or other ‘soulless’ creature such as a construct) swap consciousnesses for 1d10 Rounds. The affected being may be an ally or even an enemy combatant. Each individual retains his Languages, Intelligence, Wisdom, and Charisma during the swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends immediately. Both affected individuals gain 1d5 insanity Points from the experience. If there are no beings within range, the psyker must make a DC 15 Wisdom Saving Throw or become catatonic for 1d5 Rounds while his mind wanders the Warp. He gains 2d10 Insanity Points from this journey. 59-67 Rending the Veil: The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is rendered visible. All sentient creatures (including the psyker) within 1d100 * 5 feet of the psyker must test against Fear (3). This effect lasts for 1d5 rounds. 68-72 Blood Rain: A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within 5d10 * 5 feet of the psyker. Anyone within this area (including the psyker himself ) must pass a DC 15 Strength Saving Throw or be knocked prone. If anyone uses a spell within this area, they automatically invoke a Perils of the Warp Test. The storm lasts for 1d5 Rounds 73-78 Cataclysmic Blast: The psyker’s power overloads, arcing out in great bolts of warp energy. Anyone within 1d10 * 5 feet of the psyker (including the psyker himself ) takes 4d10 + 10 Energy Damage. The psyker may use no further powers for 1d5 hours after this event. 79-82 A Hole in the World: A Vortex of Doom with a DC of 10 + 2d10 (see Unbound Psyker) springs into existence within 3d10 * 5 feet of the psyker. It then begins to move randomly (roll 1d10 for the number of 5 foot increments it moves and roll a die for direction), devouring all in its path. The Vortex lasts for 1d5 Rounds and then vanishes. 83-86 Lost to the Warp: The psyker must make an immediate DC 30 Wisdom Saving Throw. If he fails, he is immediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The psyker appears on an inhabited planet 1d10 weeks later with dim memories of the horrific acts he has performed while possessed. He gains 4d10 Corruption Points, and may experience complications caused by his actions while possessed. He may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker must adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces. 87-90 Reality Quake: Reality buckles around the psyker, and an area within 3d10 * 5 feet of him is sundered. Solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes 6d10 slashing damage. Warded objects and Untouchables suffer half the damage rolled. 91-99 Something is Coming...: With a blood curdling howl, a Daemon Prince (CR 20 Equivalent should do) rips into existence within 3d10 * 5 feet of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly summoned it. Only its destruction or the death of the psyker will send it back to the Warp. 100 Destruction: The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince appears in the psyker’s place.

Fear, Insanity, and Corruption

Fear

Fear(1) is a 30 foot radius, with a DC of 10

Fear(2) is a 60 foot radius, with a DC of 15

Fear(3) is a 90 foot radius, with a DC of 20

Fear(4) is a 120 foot radius, with a DC of 25

All are Wisdom Saving Throws, failed saves make the afflicted Frightened by the source of the fear, successful saves give 24 hours of immunity to the effect. If no source location is clearly indicated, the source is in all spaces around the target. If the range of the fear is specified in the phenomena or peril, ignore the range mentioned in this section.

Insanity

For every 10 points of insanity, a character takes a -1 penalty on all skill checks, attacks, and saving throws. This penalty represents their inability to fully show their full competence for the given task or their distracted nature due to madness. This penalty can also be alleviated by good roleplaying of the insanity.

Because of their close nature to the warp, if a psyker dies and is revived, they gain 2d10 insanity points.

The spell Lesser Restoration removes 1 insanity point, while Greater Restoration removes 5 insanity points.

A character with 100 or more insanity points become incomprehensible in their madness and is removed from play until their insanity is reduced to 0.

Corruption

For every 15 points of corruption, a character mutates slightly, each mutation worse than the last as the unpredictable nature of psychic powers shifts the physical form of those it touches. The GM will come up with appropriate mutations as the game progresses. Examples can be a powerful miasma, glowing eyes, a frightful presence, disfigurement of the face, a set of demonic wings, a demonic tail, or a flaming limb. Although some mutations have benefits, they make the character an outcast from society, striking those around them with fear. Mutated individuals may be refused services or attacked outright.

One full day of meditation and rest will remove 1 corruption point. The spell Remove Curse reduces corruption points by 1d6 or can remove a mutation.

A character with 100 or more corruption points is removed from play as their body becomes a demonic vessel. Others may attempt to recover them, but the task will involve removing all corruption from the body. Most bodies recovered from corruption will be corpses due to the stress of the ordeal.

Psyker Spell List

Cantrips

Acid Splash

Blade Ward

Dancing Light

Fire Bolt

Friends

Mage Hand

Message

Minor Illusion

Prestidigitation

Ray of Frost

Shocking Grasp

True Strike

Resistance

1st Level

Burning Hands

Charm Person

Color Spray

Comprehend Language

Disguise Self

Expeditious Retreat

Find Familiar

Grease

Hex

Identify

Jump

Magic Missile

Sanctuary

Shield

Witch Bolt

2nd Level

Alter Self

Augury

Blur

Cloud of Daggers

Chill Touch

Detect Thoughts

Enlarge/Reduce

Flame Blade

Flaming Sphere

Hold Person

Invisibility

Inflict Wounds

Pass without Trace

Scorching Ray

See Invisibility

Spider Climb

Ray of Sickness

Warding Bond

Zone of Truth

3rd Level

Bestow Curse

Call Lightning

Clairvoyance

Confusion

Dominate Beast

Fear

Fireball

Fly

Glyph of Warding

Haste

Hypnotic Pattern

Lightning Bolt

Protection from Energy

Sending

Speak With Dead

Stinking Cloud

Tongues

4th Level

Arcane Eye

Banishment

Blight

Dimension Door

Divination

Dominate Person

Evard's Black Tentacles

Greater Invisibility

Hold Monster

Ice Storm

Polymorph

Stoneskin

Wall of Fire

5th Level

Cloud Kill

Cone of Cold

Contagion

Commune

Destructive Wave

Legend Lore

Mass Suggestion

Otto's Irresistible Dance

Planar Binding

Scrying

Seeming

Telekinesis

6th Level

Arcane Gate

Chain Lightning

Circle of Death

Disintegrate

Eyebite

Globe of Invulnerability

Programmed Image

True Seeing

7th Level

Fire Storm

Finger of Death

Plane Shift

Prismatic Spray

Psychic Warding (Enchantment) (Resistance to Psychic Phenomena and Perils of the Warp Damage when described in the table as a creature being "warded" or similar effect.)

Reverse Gravity

Simulacrum

Symbol

8th Level

Antimagic Field

Clone

Earthquake

Feeblemind

Glibness

Incendiary Cloud

Tsanami (Tentative)

Illusion Place Holder because There is no 8th level illusion spell

9th Level