Templar .phb{ background : white;} .phb img{ display : none;} .phb hr+blockquote{background : white;} .phb{ background : white;} .phb img{ display : none;} .phb hr+blockquote{background : white;} A psionic class for 5th Edition

The Templar Level Proficiency Bonus Features Rend Damage Psychic Mysteries 1st +2 Rend, Psychic Discipline 1d8 - 2nd +2 Focus (2), Psychic Mysteries 1d8 2 3rd +2 Insulated Thoughts 1d8 2 4th +2 Ability Score Improvement 1d8 3 5th +3 Focus (3) 2d8 3 6th +3 Discipline Feature 2d8 4 7th +3 Channel 2d8 4 8th +3 Ability Score Improvement 2d8 5 9th +4 Focus (4) 3d8 5 10th +4 Discipline Feature 3d8 5 11th +4 Deflect 3d8 6 12th +4 Ability Score Improvement 3d8 6 13th +5 Focus (5) 4d8 6 14th +5 Discipline Feature 4d8 7 15th +5 Ionic Storm 4d8 7 16th +5 Ability Score Improvement 4d8 7 17th +6 Focus (6) 5d8 8 18th +6 Telepathic Ascension 5d8 8 19th +6 Ability Score Improvement 5d8 8 20th +6 The Mystery Revealed 5d8 10 Class Features As a Templar, you gain the following class features: Hit Points Hit Dice: 1d8 per Templar level

1d8 per Templar level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Templar level after 1st Proficiencies Armor: Medium armor, Light armor, Shields

Medium armor, Light armor, Shields Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Acrobatics, Athletics, Insight, Investigation, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background: any simple weapon

(a) scale mail, or (b) leather armor

one pack of your choice Rend Beginning at 1st Level, your studies of psychic manifestations allow you to create a weapon with your mind. As an action, you create psionic blades in your hands and make a melee spell attack with proficiency, using Intelligence as your spellcasting ability. The blades deal 1d8 psychic damage, which increases at certain levels in this class according to the Rend column of the Templar table. The blades dissipate immediately after the attack. Additionally, you may create the blades and attack as a reaction when a creature would provoke an attack of opportunity from you. Psychic Disciplines At 1st level, you have chosen a specialty among the psionic arts, a field of study that defines your relationship with psionics. You choose between the Disciplines of Influence, Stoicism, and Ardor, each of which are detailed farther in the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Focus Starting at 2nd level, you unlock a pool of psychic energy. Whenever your Rend reduces a creature to 0 hit points, you gain one focus. You can have a maximum of two focus, which increases at 5th, 9th, 13th, and 17th level. You can at later levels spend this focus to power your psionic abilites. Your Rend gains a +1 damage bonus for each focus you have. Psychic Mysteries In your study of psionics, you have uncovered Psychic Mysteries, fragments of esoteric knowledge that imbue you with an abiding psionic ability, or allow you to spend focus for tactical benefit. At 2nd Level, you gain two Psychic Mysteries of your choice. Your mystery options are detailed at the end of the class description. When you gain certain Templar levels, you gain additional mysteries of your choice, as shown in the Psychic Mysteries column of the Templar table. Saving Throws. Some of your mysteries require your target to make a saving throw to resist the mystery's effect. The saving throw DC is calculated as follows: Mystery Save DC = 8 + your proficiency bonus + your Intelligence Modifier. Additionally, when you gain a level in this class, you can choose one of the mysteries you know and replace it with another mystery that you could learn at that level. A level prerequisite in a mystery refers to Templar level, not character level. Insulated Thoughts Starting at 3rd level, your thoughts cannot be read by telepathy or other means unless you allow it. Ability Score Improvement 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. As normal, you can’t increase an ability score above 20 using this feature. Channel Starting at 7th level, you can repurpose the energy that dissapated from your pyschic strikes. When you hit a creature with your Rend, roll a d6. On a roll of 6, you gain one focus. Deflect Starting at 11th level, you. When a creature misses you with a ranged weapon or spell attack, you may use your reaction to send the ammunition or the spell's energy back at them. You make a ranged attack roll using your Rend against the source of the attack, and they suffer your Rend damage on a hit. Ionic Storm Starting at 15th Level, you can unleash a maelstrom of psionic energy. As an action you may spend 2 focus to deal your Rend damage to creatures that you choose in a 30ft area around you. Those creatures must make a Dexterity saving throw, suffering half damage on a success. Telepathic Ascension Starting at 18th Level, you can cast the spell telepathy once per long rest. The Mystery Revealed At 20th level, you achieve mastery over your psionic mysteries. At the end of a long rest, you may exchange one mystery you know for another as long as you meet its requirements. Psychic Disciplines Discipline of Influence Knowledge of the Scion At 1st Level, you can tap into the wellspring of the collective conciousness of sentient creatures to glean insight. After spending a minute in meditation, you choose one language or tool. For 10 minutes, you have proficiency with the chosen language or tool. You can use this feature a number of times equal to your Intelligence modifier. You regain all uses of this feature after a long rest. Force of Will At 6th level, you have begun to understand how to warp the intentions of others. You can cast the spell suggestion once with this feature, and you regain the use of this feature when you finish a short or long rest. Sharpened Mind Starting at 10th level, you become more effective at beguiling others, and can better exploit that state of mind. When you attempt to charm a creature, that creature has disadvantage on the saving throw. Additionally, whenever you make a Charisma check to interact with a charmed creature, you can reroll one of the dice once. Collective Unconcious Beginning at 14th level, your ability to manipulate others is unparalleled. You can cast the spell mass suggestion. You may use this feature once, and regain the use of this feature after a long rest. Discipline of Stoicism Psionic Barrier At 1st level, you can create a protective barrier using psionic energies. A a bonus action, you gain temporary hit points equal to twice your Intelligence Modifier plus your Templar level. Once you use this feature, you can't use it again until you finish a short or long rest.

A Mind Your Own Beginning at 6th level, your mind has become resiiliant. You have advantage on saving throws against being charmed or frightened. Bulwark of Psionics Starting at 10th level, you learn to apply psionic energies to bolster your defensive capabilities. At the end of a long rest, choose a saving throw that you are not proficient in. You gain a bonus to that saving throw equal to your focus limit. Sustain At 14th Level, otherwise decisive blows can be abated by a psionic ward you have developed. Once per long rest, whenever you drop to 0 hit points, you may drop to a number of hit points equal to half your Templar level, rounded up, instead. In addition, you may use your reaction to turn a critical hit against you into a normal hit. Once you use a feature, you must finish a short or long rest before using it again. Discipline of Ardor Momentum Starting at 1st level, you can harness the energy of your Rend to propel yourself in the midst of battle. Whenever you reduce a creature to zero hit points with your Rend on your turn, you can take the Dash action as a bonus action. Bladestorm Starting at 6th level, you learn to utilize your Rend at opportune times. When a creature moves within 5ft of you, you can use your reaction to make a Rend attack against that creature. Empowered Step Beginning 10th level, your ability to affect your motion becomes further enhanced. You can spend one focus to take the Disengage action as a bonus action, and your movement speed increases by 10 feet for the turn. Overwhelm the Synapses At 14th level, your Rend has the ability to temporarily interfere with the connection between the mind and the body. Whenever you hit with your Rend, if the roll on the die was a 15 or higher, the target must make an Intelligence saving throw or be stunned until the start of your next turn. Psychic Mysteries Probing Mind You can cast detect thoughts once per short or long rest. Burgeoning Psionics You know the mage hand and friends cantrips. Presence of the Other As an action, you can open your awareness to detect creatures not native to this plane of existence. Until the end of your next turn, you know the location of any celestial, fiend, abberation, or primordial within 60 feet of you that is not behind total cover. This feature does not reveal the type of creature it is. You may use this feature once per short or long rest. Far Words You know two languages of your choice from the following options: Abyssal, Celestial, Deep Speech, Infernal, or Primordial. Beguiling Words You can cast charm person once per short or long rest. Volt As a bonus action, you may spend a focus to increase the range of your Rend to 15ft until the end of your turn. Amplify As a bonus action, you may spend two focus to have a creature within 60ft of you make a Charisma saving throw. On a failure, all attacks against that creature have advantage until the end of your next turn. Imprint of the Mind Prerequisite: 4th Level You can cast speak with dead once per long rest. Pillar Prerequisite: 5th Level As a bonus action, you may spend a focus to create a 5ft cube of psychic energy in an unoccupied space within 30 ft of you. This cube lasts for one minute and provides 3/4 cover. Overcharge Prerequisite: 7th Level You gain a focus when you score a critical hit with your Rend. Parry Prerequisite: 7th Level If your Rend reduced an enemy to zero hit points on your last turn, you may as a reaction give disadvantge to an attack targeting you. Sway the Beast Prerequisite: 8th Level, Discipline of Influence You can cast charm monster once per short or long rest. Fortress Prerequisite: 9th Level, Discipline of Stoicism As a reaction when you would suffer damage, you may spend 1 focus to gain resistance until your next turn to one of the following damage types: Fire, Cold, Lightning, Thunder, Acid, or Poison.