Psyknight
Forged Talent
When a psyknight first becomes aware of their psionic abilities, it often manifests in uncontrolled and unpredictable outbursts. Some are discovered early on by mentors and organizations capable of giving them the knowledge, tools, and intense training needed to transform their raw talent into precision instruments of psionic power. Others are largely self-taught, attending the less structured but equally challenging school of hard knocks. While psyknights may vary in their formative training, one thing remains constant: their growth in power and mastery is a direct reflection of the effort they put in. When faced with tests, trials, or tribulations, psyknights push themselves to the edge of, and often right past, their physical limits.
Tempered Weapons
With an intuitive sense of kinesthetic psionics, psyknights find they can quickly gain mastery with close combat armaments. Unlike psions, psyknights excel at melee combat. Such is their reputation as living weapons that psyknights claim some victories without a single shot fired or sword drawn.
Creating a Psyknight
A psyknight is a quick study of both martial and intellectual pursuits and must be quick on their feet in more ways than one to pass various the tests and trials that help unlock their psionic abilities. As you create your psyknight, think about some of the early challenges you faced and overcame. Were they designed and administered by a disciplined organization that recruited you at a young age? Or did the ordered chaos of the universe send them your way at just the right time in just the right place? Consider too, your motivations. Did you learn to suppress or control your power to prevent harming yourself and those around you? Perhaps you lashed out against an attack on someone you love. How you respond to your early experiences can shape the psyknight you will become.
|
Proficiency |
|
Isomentrics |
Reflexes |
Powers |
Power |
Maneuvers Known |
Maneuver |
1st |
+2 |
Emergent Psionics, Psionic Guard, Psychic Isometrics, Kinetic Burst |
1d8 |
- |
4 |
1 | I | |
2nd |
+2 |
Combat Maneuvers, Emergent Psionics, Code of Conscience |
1d8 |
1 |
6 |
1 | I | |
3rd |
+2 |
Extra Effort, Psyknight Archetype |
1d10 |
1 |
6 |
2 | I | |
4th |
+2 |
Ability Score Improvement, Starwielder Tactics (2) |
1d10 |
1 |
6 |
2 | II | |
5th |
+3 |
Extra Attack |
1d12 |
2 |
7 |
3 | II | |
6th |
+3 |
Psyknight Archetype feature |
1d12 |
2 |
7 |
3 | II | |
7th |
+3 |
Starwielder Tactics (3) |
2d8 |
2 |
9 |
3 | III | |
8th |
+3 |
Ability Score Improvement |
2d8 |
3 |
9 |
3 | III | |
9th |
+4 |
Psyknight Archetype feature |
2d10 |
3 |
10 |
4 | III | |
10th |
+4 |
Guarded Mind (1) |
2d10 |
3 |
10 |
4 | IV | |
11th |
+4 |
Starwielder Tactics (4) |
2d12 |
3 |
11 |
4 | IV | |
12th |
+4 |
Ability Score Improvement |
2d12 |
4 |
11 |
4 | IV | |
13th |
+5 |
Glaring Recognition |
3d8 |
4 |
13 |
5 | V | |
14th |
+5 |
Psyknight Archetype feature |
3d8 |
4 |
13 |
5 | V | |
15th |
+5 |
Guarded Mind (2), Starwielder Tactics (5) |
3d10 |
4 |
14 |
5 | V | |
16th |
+5 |
Ability Score Improvement |
3d10 |
5 |
14 |
5 | VI | |
17th |
+6 |
Master Wielder |
3d12 |
5 |
15 |
5 | VI | |
18th |
+6 |
Starwielder Tactics (6) |
3d12 |
6 |
16 |
6 | VI | |
19th |
+6 |
Ability Score Improvement |
3d12 |
6 |
17 |
6 | VII | |
20th |
+6 |
Beyond Death |
3d12 |
6 |
18 |
6 | VII |
CLASS FEATURES
As a psion, you gain the following class features.
Hit Points
Hit Dice: 1d10 per psyknight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per psion level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, blades, starship weapons
Tools: Space vehicles
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Insight, Perception, and Sleight of Hand, Stealth
Equipment
You begin the game with 200 credits which you can spend on your character’s starting weapons, armor, and adventuring gear. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.
- Confidence Artist’s Package (cost 177 credits): backpack, camouflage canvas armor, flashlight, jolt pistol and shock energy battery (20), lighter (30 uses), multitool, sleeping bag, one-person tent, 2 light polearms
- Master Duelist’s Package (cost 186 credits): blanket, earplugs, dueling sword (medium force blade), lighter (30 uses), mirrored synthweave armor (2 pockets), smelling salts, tactical maul
- Wayward Drifter’s Package (cost 139 credits): backpack, first aid kit (15 uses), flashlight, psychic crystal, first aid kit (15 uses), leather armor, light blade
Emergent Psionics
At 1st level, you have expanded your mind, and your latent psionic powers have begun to manifest in meaningful ways.
Psionics Ability
While mastering control of their psychic talent takes effort and discipline, a psyknight’s connection to it is intuitive and natural. Wisdom is your psionics ability for your powers. You use your Wisdom whenever a power of feature refers to your psionics ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a psionics power or feature and when making an attack roll with one.
Psionics save DC = 8 + your proficiency bonus + your Wisdom modifier
Psionics attack modifier = your proficiency bonus + your Wisdom modifier
Psychic Impulse
Also at 1st level you gain the following abilities. Once you have used this feature, you can’t do so again until you finish a long rest.
Psychic Detonation. When an enemy moves to flank you, you can use your reaction to send a concussive force outward; enemies in flanking positions make a Strength saving throw or be knocked back 5 feet.
Mind Share. As a bonus action you can share a brief thought of up to 10 words with one person you know or can see within 60 feet.
Snap Reflex. If you use your reaction to make an attack of opportunity, you can immediately make a second attack against the same target.
Gut Feeling. You gain an expertise die on your next Perception check.
Psionic Guard
Whether by subconscious telekinetic shield or heightened dodge reflexes, at 1st level you learn psionic defensive techniques. Choose one of the following options.
Foreseeing Guard
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom modifier + your Dexterity modifier.
Unseen Shield
While you are wearing armor, you replace your Dexterity modifier with your psionics ability modifier for AC.
Psychic Isometrics
At 1st level, you gain one psychic isometric of your choice. Your isometrics are detailed at the end of the class description. The Isometrics Known column of the Psyknight table shows when you learn more psychic isometrics. If you gain a bonus isometric, it does not count against your isometrics known.
Kinetic Burst
Starting at 1st level you can use a bonus action to direct a burst of psychokinetic force at a creature or object within 30 feet. Make a ranged psionic attack against the creature, dealing force damage equal to 1d6 + your Wisdom modifier. Each time your power rating increases (at levels 8, 14, and 20), your Kinetic Burst damage increases by 1d4. You can use this feature a number of times equal to your proficiency bonus, regaining spent uses when you complete a long rest.
Psionic Speciality
When you reach 2nd level and again at 11th level, you can choose a psionic discipline to specialize in: dynakinetic, kinesthetic, telekinetic, or telepathic. All psionic powers belong to one or more of these disciplines. As your psionic power grows, your focused dedication allows you to manifest more strongly within one discipline over the others. You gain the following benefits from this focused specialization:
- You learn one power from this discipline. This power does not count against your number of powers known.
- Once per long rest you can manifest a power you know from this discipline without expending points from your reservoir as long as that power’s level doesn’t exceed your current power rating. You must still expend points for any surge options you wish to apply.
Code of Conscience
Transcending the physical nature of one’s own body requires an unwavering strength of will. By aligning with a core set of values, you narrow your focus and solidify your will. At 2nd level, choose an option from the following.
The High Road
You value life and peace, understanding that powers used irresponsibly can cause great harm. As an action you can expend one of your hit dice and roll it. An adjacent creature you can touch recovers a number of hit points equal to your roll. You cannot gain hit points yourself by using this feature. Additionally, you gain an expertise die with Persuasion checks.
The Steep Climb
You value knowledge and power, trusting in and relying on no one but yourself to excel; others are but footholds to boost you ever higher. As a bonus action you can expend one of your hit dice and roll it. The next attack you make does additional damage equal to your roll. Additionally, you gain an expertise die with Intimidation checks.
The Axis of Balance
You value the natural ebb and flow of the universe, respecting the danger of upsetting the cosmic balance and seeing past the constraints of a binary morality. As an action you can expend one of your hit dice and roll it. You recover a number of hit points equal to your roll. Additionally, you gain an expertise die with Insight checks.
Combat Maneuvers
At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Ace Starfighter, Blazing Starglaive, Mindful Body, Mirror’s Glint, Rapid Current, Razor’s Edge, and Tooth and Claw. You learn two maneuvers of your choice from traditions you are proficient with.
You gain an exertion pool equal to twice your proficiency bonus, regaining any spent exertion at the end of a short or long rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Psyknight table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level.
Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same level from a tradition you are proficient with.
Psionic Powers
Beginning at 2nd level, your true psychic aptitude has become evident and your training allows you to harness your psionic talent.
Reflexes
At 2nd level, you learn certain fundamentals of psionics. Power level 0 psionic powers, called reflexes, can be used without spending psionic points. You learn one reflex of your choice from the psionic powers list. You learn additional reflexes of your choice at higher levels, as shown in the Reflexes Known column of the Psyknight table. Whenever you gain a level in this class, you can replace one of the psychic reflexes you know with another reflex from the psionics powers list.
Psychic Exertion
You gain access to a reservoir of psychic energy. Your access to this energy is represented by your exertion pool. You spend 1 exertion point for each psionic point required to fuel a psionic power or feature.
Psionic Powers Known of Rating I And Higher
You know one level I psionic power of your choice from the psionic powers list.
Whenever your power rating increases, as shown in the Power Rating column of the Psion table, you learn one new power of your choice. This power must be of a level less than or equal to your power rating.
Additionally, when you gain a level in this class, you can replace one power you know with a different power of your choice. This power must also be of a level less than or equal to your power rating.
Psionic Focus
You can use a psychic crystal as a psionic focus for any of your powers.
Psyknight Archetype
At 3rd level, you choose a psyknight archetype that results from your hours of training and dedication. Your choice grants you features at 3rd level and again at 6th, 9th, and 14th level.
Extra Effort
At 3rd level, your exertion pool increases by 1 exertion point. At every third psyknight class level (6th, 9th, 12th, 15th, 18th) your
pool increases by an additional exertion point. In addition, you regain use of an expended Psychic Impulse feature at the end of a short rest.
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.
Starwielder Tactics
Psyknights integrate psychic powers into their combat styles to great effect. Some tactics use exertion points, and if a tactic requires a saving throw you use your psionics save DC.
At 4th level, you learn two starwielder tactics of your choice from the list below. You learn one additional tactic at 7th level, and again 11th, 15th, and 18th level. Some tactics have requirements, such as a minimum psyknight level or another starwielder tactic. You must meet those requirements before you choose that starwielder tactic.
A level prerequisite refers to your psyknight level.
At the Speed of Thought
Prerequisite: 7th level
You can take one additional bonus action or reaction on your turn, You can use this feature once between long rests.
Starglaive Expert
Prerequisite: 10th Level
Choose one of the following starglaive types: blades, mauls, or polearms. You treat all starglaives of that type as though you were attuned to them.
Starglaive Expert
Prerequisite: 15th Level, Starglaive Expert
You treat all starglaives as though you were attuned to them.
Hurl Object
You telekinetically hurl a nearby object at your foe in order to distract them. Use a bonus action and spend 1 exertion point. The target must make a Wisdom saving throw. On a failed save, attacks against the target gain an expertise die until the start of your next turn.
Instant Stand
When you are knocked prone you can use your reaction to spend 1 exertion point to instantly stand again.
Knockdown Blast
You spend 1 exertion and use your bonus action to knock a creature to the ground with a wave of psychic force. The target makes a Strength saving throw against your psionics save DC or is knocked prone. The size creature you can affect with this feature is shown on Table: Knock Prone.
TABLE: KNOCK PRONE
Psyknight Level Size
1–10 Medium or smaller
11–16 Large
17–20 Huge
Plyometric Leap
Spend 1 exertion point and use your bonus action. Until the end of your turn, your jump distances increase 15 feet vertically and 30 feet horizontally. You can further increase these distances by +5 feet per exertion point spent.
Positional Sense
You are acutely aware of who is occupying space immediately adjacent to and surrounding you. Other creatures cannot gain expertise dice by flanking you.
Preturnatural Awareness
You gain an expertise die to initiative checks.
Preternatural Escape
You can spend 1 exertion to use the disengage action as a bonus action, moving so fast that you appear to be a blur.
Psychic Choke
Prerequisite: 10th Level, The Steep Climb
You can squeeze the breath out of a humanoid target you can see within 30 feet of you. Use an action and spend 1 exertion point. The target must make a Constitution saving throw against your psionics save DC. On a successful save, the target is unaffected by the attack but is aware of your attempt. On a failed save, the target is paralyzed and levitated 5 feet into the air until the start of your next turn, and suffers bludgeoning damage equal to 1 + your psionic ability modifier.
While you are choking your target, you may not move, you must maintain line of sight with your target, attacks against you are made with advantage, and you make saving throws at disadvantage.
Psychic Push
You spend 1 exertion and use your bonus action to push a Large or smaller target within 30 feet in a direction of your choosing. The target makes a Strength saving throw or is pushed a distance depending on its size as shown on Table: Push.
TABLE: PUSH
Size Distance
Tiny 20 feet
Small 15 feet
Medium 10 feet
Large 5 feet
Telekinetic Parry
When you are hit by a melee attack, you may use your reaction to spend one or more exertion points. Your AC against the triggering attack increases by the number of exertion points that you spend, negating the attack if your new AC is one which would have cause the attack to miss you.
Trust Your Instincts
Prerequisite: The High Road
You clear your mind, and enter a calm state, allowing your psionic energies to wash over you. Use 1 bonus action. Your next ability check or attack roll is made at advantage. Once you have used this tactic you may not use it again until you have taken a short or long rest.
Extra Attack
At 5th level, you can attack twice instead of once whenever you take the attack action on your turn.
Enhanced Blast
At 6th level choose two of the following improvements to your Psionic Blast feature. A level prerequisite refers to your level in the psion class.
You may choose one additional improvement from this list at 9th level, and again at 12th level and 18th level. Unless otherwise noted, these effects are cumulative. When you gain a level in this class, you can choose one of the improvements you know and replace it with another improvement that you could learn at that level.
Blast Accuracy
You gain an expertise die to your Psionic Blast attack roll. You can choose this enhancement multiple times, improving the expertise die each time.
Blast Alternator
Each time you use your Psionic Blast, you can choose to inflict a damage type based on your Unassailable Ego choice: force (Order), necrotic (Ambition), or radiant (Selflessness).
Blast Multiplier
Prerequisite 9th level
When you make a Psionic Blast attack, you can make a second Psionic Blast attack at a different target.
Blast Output
Your Psionic Blast deals additional damage equal to your proficiency bonus.
Blast Radius
You can pick a spot within range instead of individual targets. All creatures within 10 feet of that spot are targeted, but your damage is halved.
Blast Range
Your range increases by 30 feet.
Blast Response
When a creature you can see within 30 feet deals damage to you, you can use your reaction to make one Psionic Blast attack against it.
Archetype Feature
At 6th level you gain another archetype feature.
Archetype Feature
At 9th level you gain another archetype feature.
Guarded Mind
At 10th level you gain resistance to psychic damage and choose one of the following conditions against which to guard: charmed, frightened, poisoned, or rattled. Once between long rests when you would suffer the chosen condition, you can choose to ignore it instead.
At 15th level you can choose another condition from the options above or from the following: confused, incapacitated, or unconscious.
Glaring Recognition
By 13th level, the code by which you live visibly leaves its mark on you and impacts your social interactions. Your eyes and complexion reflect the deep emotions gathered within as you strive to control every aspect of your core being.
Illumination (The High Road). Your eyes give off a soft glow, exuding peace and comfort. You gain darkvision within 30 feet, and you gain an expertise die on Persuasion checks. If you already had darkvision, its range increases by 30 feet.
Flames (The Steep Climb). Blazing fire seems to smolder in your eyes and burn in your veins, making you feverish to the touch. You gain resistance to fire damage and an expertise die on Intimidation checks.
Mystery (The Axis of Balance). Like dark pools reflecting the infinite night sky, your eyes are impossible to fathom. You gain truesight within 5 feet and an expertise die on Insight checks.
Archetype Feature
At 14th level you gain another archetype feature.
Master Wielder
At 17th level, power both awesome and terrible is at your fingertips. Choose one of the following:
Bladed Victory
Your combat skill is unparalleled. You can use your action and forgo your bonus action and reaction to leap, flip, sunder, and strike in quick succession all over the battlefield performing a bladed victory. While performing a bladed victory your Speed doubles, and your movement does not provoke opportunity attacks until the start of your next turn.
While performing a bladed victory you may move, make an attack against a single target, move, and attack a second target. You may repeat this process until you have no movement speed remaining. You cannot attack any target more than once, and you must move at least 5 feet between attacks. Once you use this feature you cannot do so again until you finish a long rest.
Crushing Weight
Your powers of telekinesis know no bounds. When you use this feature you exert an invisible force of pressure that can counter a starship’s engines or crumple a blast door like a sheet of paper. As an action you can spend 1 or more exertion and make a ranged psionic attack against an object you can see. On a hit, you deal 1d12 force damage for each point of exertion that you spend.
Alternatively, you can choose to do no damage but instead to halt a vehicle or starship which is not moving at FTL speed. Spend exertion equal to the ship’s grade (minimum 1 exertion). The ship’s speed is reduced to 0 until the start of your next turn.
Impervious Defense
While wielding a starglaive you can use a bonus action and spend 1 exertion point to enter a defensive state of mind. Your starglaive moves so fast, it forms a translucent sphere 5 feet in diameter centered on you until the start of your next turn. Neither matter nor energy can penetrate your shielding sphere, your speed is halved, and you cannot benefit from your extra attack feature, but you can otherwise move and take actions as normal.
Beyond Death
At 20th level you are at the apex of your training. Your martial skills are honed to perfection, and your psionic power is formidable. You have finally learned how to overcome even death itself.
When you die, except when you die of old age, you return to life, fully healed, the next day. Optionally, you can choose not to return to life, and instead pass into the next world
Psychic Isometrics
When you gain access to a new psychic isometric, choose one of the following. You can learn the discovery at the same time that you meet its prerequisites. A level prerequisite refers to your psyknight level.
Cognitive Discovery
You learn one of the following Psion Cognitive Discoveries which counts as a Psychic Isometric for you: Into the Void (Prerequisite: Suspended Breath), Sense Disturbance, Suspended Breath. You may take this Isometric more than once.
Diplomatic Intervention
You can spend 1 exertion point and use an action to reduce the effects of strong and harmful emotions within 10 feet. You choose which of the following effects to apply to each sentient organic creature within the area.
-
A target suffering the charmed or frightened condition makes a new saving throw against the DC of the effect that caused the condition and gains a bonus equal to your Wisdom modifier on the roll.
-
A target that has hostile feelings towards creatures of your choice makes a Charisma saving throw or its hostile feelings are suppressed until the end of your next turn. This suppression ends early if a target is attacked or sees its allies being attacked.
Faceless Mask
You have honed your ability to conceal your presence from others. You gain an expertise die on Stealth and Performance checks made to disappear into a crowd.
Haptic Feedback
Prerequisite 3rd level
You gain tremorsense with a range of 10 feet. You may take this isometric a second time to extend the range of your tremorsense to 30 feet.
Mind and Body
You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. In addition, during a short rest, you can participate in strenuous activity (e.g. scouting the area, physical exercise, combat training or sparring, etc.) for up to 30 minutes and still gain the benefits of the rest. During a long rest, you can participate in strenuous activity for up to 1 hour, and your required sleep time is halved. You still require 8 hours of rest, but you only require 4 hours of actual sleep.
Negate Fall
When you fall, or jump down, from a height and spend 1 or more exertion points you may treat the falling distance as 30 feet less for each exertion point that you spend.
Mystic Hunter
When tracking a creature that can use psionics, you can attempt to do so by focusing on the psychic energy it leaves in its wake, allowing you to use your psionics ability for any ability checks made to track it.
Psychic Tradeoff
Whenever you would suffer the enervated condition, you may choose to gain a level of strife or fatigue instead.
Psychic Rejuvenation
You can spend an action to use your psionic energy to heal an injured ally within reach. Spend one or more of your ally’s hit dice. Your ally recovers hit points equal to the total you roll on the expended hit dice.
Purge Toxins
Prerequisite: 3rd Level
You gain resistance to poison damage and an expertise die on saving throws against being poisoned. Additionally, as an action you can spend 2 exertion points to negate and end one poison affecting you. If more than one poison is affecting you, you negate one poison you know is present (otherwise you negate one at random) and can negate additional poisons with the same action by spending 1 additional exertion point per poison.
Endure Elements
For one hour you may ignore environmental effects caused by heat or cold. This feature does not protect you from damage. Once you have used this feature you may not do so again until you have taken a long rest.
Suggestive Words
Prerequisite: 3rd Level
As an action you make a short suggestion to a creature within 10 feet who can hear and understand you. The target makes a Wisdom saving throw. On a failed save, it follows your suggestion to the best of its ability. If the suggestion would harm the target or its allies, they target automatically succeeds in its saving throw.
You can use this isometric a number of times equal to your proficiency bonus. You regain all spent uses when you finish a long rest.