Home brew
Your body was made into a weapon. Your soul, the hilt. Your mind, the edge. Psionic potential crackles like static, leaving a trail of ozone scent wherever you travel.
Before you existed in this body, there was another. Almost understood whispers and unknowable anger haunt your dreams.
Whatever might have been, whatever everpresent anger, whatever piercing needs poison your mind, all becomes drive. For the next target.
You must have a Charisma score, a Constituion score, and a Wisdom score of 17 or higher in order to multiclass in or out of this class.
hit dice:
1d8 per level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per level after 1st
armor proficiencies:
Light armor, medium armor
weapon proficiencies:
Daggers, darts, slings, quarterstaffs, light crossbows
tools:
None
saving throws:
Charisma, Constitution
skills:
Choose two from History, Insight, Medicine, Persuasion, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a dungeoneer's pack or (b) an explorer's pack
Two daggers
spellcasting:
Your construction left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer or cleric spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Favoured Soul table.
MP
The Soulblade table shows how many MP you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend MP of the spell's slot level or higher slot equivilant. You regain all expended MP when you finish a long rest.
Spells Known of 1st Level and Higher
You know your casting modifer plus two spells of your choice from the sorcerer or cleric spell list per level until level 11, then one spell per level after. Each of these spells must be of a level for which you have spell slots. For instance, wh untilen you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spells.
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you know it.
Material Components
Substituted by holding arcane focus, except for materials that are consumed in casting.
class features:
Curse of Emnity
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- You gain advantage on attack rolls against the cursed target.
- Any attack roll you make against the cursed target has a critical hit range of +1.
You can use this feature proficiency bonus times until you finish a long rest.
Hex Warrior
The influence of your patron also allows you to mystically channel your will into reality. You may bond a two handed melee weapon that gains reach and thrown (60) properties. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can use your Charisma modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.
Additionally, when you gain a level, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Enforced Will
Starting at 2nd level you harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.
Changing the Die’s Size.
If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.
Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.
Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
If you have a Psionic Talent die from another source, such as a class feature, you don’t get more than one die; use only the one with the largest starting size.
Psi Replenishment.
As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.
You can use your Psionic Talent die in the following ways:
Psi-Boosted Grace. When you make a dexterity or charisma ability check, you can roll your Psionic Talent die and add the number rolled to the check. You can choose to do so before or after rolling the d20, but before you know whether the check succeeded or failed
Telekinetic Strike. You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.
Telekinetic Flight. As part of movement, you can propel your body with your mind. You gain a natural flying speed equal to your walking speed speed until the end of your next turn. You may activate this feature at the cost of one die size.
Expertise
At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 7th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Improved Critical
Beginning at 4th level, your weapon attacks score a critical hit on a roll of 19 or 20.
Font of Magic
At 5th level, you tap into a deep wellspring of magic within yourself. You gain one MP per level and may cast normal spells as a ritual to halve MP cost rounded up.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). Sense evil/good like a sense of taste. You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
Telekinetic Adept
By the 7th level, you have mastered new ways to use your telekinesis:
Psionic Thrust. When you deal damage to a target with the Telekinetic Strike of your Psionic Talent, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally.
Telekinetic Movement. If your Psionic Talent die is available, you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size.
Aura of Warding
Beginning at 8th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.
Armor of Emnity
At 10th level, your hex grows more powerful. If the target cursed by your Curse of Emnity hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you.
Aura of Hate
Starting at 12th level you, as well any allies within 10 feet of you, gain a bonus 1d8 fire damage to melee weapon damage. A creature can benefit from this feature from only one paladin at a time.
At 18th level, the range of this aura increases to 30 feet.
Superior Critical
Starting at 14th level, your weapon attacks score a critical hit on a roll of 18-20.
Emboldening Aura
At 16th level, you can forge an empowering bond among allies who share a common purpose. You and friendly creatures within 10 feet of you can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
At 18th level, the range of this aura increases to 30 feet.
Psionic Soul
Starting at 18th level, your being is altered by the power of the plane. You gain the following benefits:
- You no longer need to eat, drink, or breathe.
- A critical hit against you becomes a normal hit.
- You have resistance to bludgeoning, piercing, and slashing damage.
subclass options:
Level | XP | Abilities |
---|
1 | 0 | Curse of Emnity, Hex Warrior |
2 | 300 | Eldritch Invocations, Enforced Will |
3 | 900 | Expertise, Metamagic |
4 | 2,700 | Improved Critical |
5 | 6,500 | Healing Light |
6 | 14,000 | Aura of Protection |
7 | 23,000 | Telekinetic Adept |
8 | 34,000 | Aura of Warding |
10 | 64,000 | Armor of Emnity |
12 | 100,000 | Aura of Hate |
14 | 140,000 | Improved Critical |
16 | 195,000 | Emboldening Aura |
18 | 265,000 | Psionic Soul |
Soulblade Table |
Level | MP | PSI Die | Max Spell Level | Cantrips Known | Spells Known | Hex Uses |
1 | 3 | 0 | 1st | 4 | 7 | 2 |
2 | 4 | d6 | 1st | 4 | 9 | 2 |
3 | 11 | d6 | 2nd | 4 | 11 | 2 |
4 | 13 | d6 | 2nd | 5 | 13 | 2 |
5 | 22 | d8 | 3rd | 5 | 15 | 3 |
6 | 26 | d8 | 3rd | 5 | 17 | 3 |
7 | 31 | d8 | 4th | 5 | 19 | 3 |
8 | 36 | d8 | 4th | 5 | 21 | 3 |
9 | 48 | d8 | 5th | 5 | 23 | 4 |
10 | 54 | d10 | 5th | 6 | 25 | 4 |
11 | 62 | d10 | 6th | 6 | 27 | 4 |
12 | 66 | d10 | 6th | 6 | 28 | 4 |
13 | 71 | d10 | 7th | 6 | 29 | 5 |
14 | 74 | d10 | 7th | 6 | 30 | 5 |
15 | 79 | d10 | 8th | 6 | 31 | 5 |
16 | 84 | d10 | 8th | 6 | 32 | 5 |
17 | 90 | d12 | 9th | 6 | 33 | 6 |
18 | 96 | d12 | 9th | 6 | 34 | 6 |
19 | 104 | d12 | 9th | 6 | 35 | 6 |
20 | 113 | d12 | 9th | 6 | 36 | 6 |