At 3rd level, you gain the Roguish Archetype feature. You may select the Psionic Prankster archetype in addition to those normally offered.
New Roguish Archetype: Psionic Prankster
Some rogues enhance their fine-honed skills of stealth and agility with psionics, focusing on powers of telepathy and psychokinesis. These rogues include pickpockets and burglars, but also tricksters, mischief-makers, and a significant number of adventurers.
Psychic Prankster Manifestation
|Rogue Level||Combat Modes||Powers Known||PSPs||
Max Power Level
When you reach 3rd level, you gain the ability to manifest psionic powers. See DMDave’s Psion class for the general rules of Fifth Edition Psionics.
Combat Modes. You learn one defense and one offense combat mode of your choice. You learn another combat mode of your choice at 10th level which can be either offense or defense.
PSPs. The Psychic Prankster Manifestation table shows how man PSPs you have to manifest your powers of 1st level and higher. To manifest one of these powers, you must expend the PSPs detailed under the power’s description. You regain all expended PSPs when you finish a long rest.
Powers Known of 1st-Level an Higher. You know one 1st-level psionic power of your choice, which you must choose from the psychokinesis and telepathy disciplines.
The Powers Known column of the Psychic Prankster Manifestation table shows when you learn more psionic powers of 1st level or higher. Each of these powers must be a psychokinesis or telepathy power of your choice and must be of a level no higher than the Max Power Level as shown on the Psychic Prankster Manifestation table.
The powers you learn at 8th, 14th, and 20th can come from any discipline.
Whenever you gain a level in this class, you can replace one of the psionic powers you know with another power of your choice from the psionic powers list. The new power must be of a level that you can learn, and it must be a psychokinesis or telepathy discipline, unless you’re replacing the power you gained at 8th, 14th, or 20th level.
Dropping to 0 PSPs. As a psychic prankster, you possess stronger command over your mind’s facilities and have reshaped your mental conduit for maximum efficiency. As such, when you run out of PSPs, you leave yourself open to attack. If your PSPs are reduced to 0, you suffer the following penalties:
- Any of your own psionic powers or effects that you are concentrating on or under the effects of immediately stop functioning.
- You cannot use your combat modes.
- You have disadvantage on saving throws against psionic powers and psychic effects.
- You gain vulnerability to psychic damage unless you are under or come under a non-psionic effect that grants you resistance or immunity to psychic damage (such as a wizard’s mind blank spell).
These effects last as long as your PSPs remain at 0.
Power Boost. Some powers allow you to increase the potency of your powers. If you choose to do so, you must pay the power boost’s associated PSP cost as detailed under the power’s description. You can only use one power boost per use of a power. You can use power boosts a number of times equal to your Intelligence modifier, and you regain all expended uses after you finish a long rest
Manifestation Ability. Intelligence is your manifestation ability for your psionic powers since you learn your powers through dedicated study and mental discipline. You use your Intelligence whenever a power refers to your manifestation ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psionic power you manifest and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Intelligence modifier
Power attack modifier = your proficiency bonus + your Intelligence modifier
At 3rd level, you learn the mage hand cantrip, but it counts as psionics for you and the hand is invisible. When you manifest the hand, you can perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Starting at 9th level, if you are hidden from a creature when you manifest a power targeting it, the creature has disadvantage on any saving throw it makes against the power this turn.
At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand you manifest with the feature. Doing so gives you advantage on attack rolls against that creature until the end of your turn.
At 17th level, you gain the ability to magically steal powers and spells from others.
Immediately after a creature manifests a psionic power or casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its manifestation or spellcasting ability modifier. The DC equals your power save DC. On a failed save, you negate the power’s effect against you, and you steal the knowledge of the power or spell. For the next 8 hours, you know the power or spell and can manifest/cast it using your PSPs at the cost as shown on the PSP Cost table below. The creature can’t manifest or cast that power or spell until the 8 hours have passed.
|Power/Spell Level||PSP Cost||Power/Spell Level||PSP Cost|
Once you use this feature, you can’t use it again until you finish a long rest.
Psionics: A New Book by DMDave
Towards the end of this month, this entry along with many others will be included in a new book titled Psionics. Patrons at all levels will have first access to this.
Art by Ramon Puasa, Jr.