Difference between revisions of "Psychometrist (5A)"

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'''1st level spells:
 
'''1st level spells:
[http://dnd5e.wikidot.com/spell:arcane-weapon|Arcane Weapon],
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[http://dnd5e.wikidot.com/spell:arcane-weapon Arcane Weapon],
 
[http://dnd5e.wikidot.com/spell:purify-food-and-drink Purify Food and Drink],
 
[http://dnd5e.wikidot.com/spell:purify-food-and-drink Purify Food and Drink],
 
[http://dnd5e.wikidot.com/spell:snare Snare].
 
[http://dnd5e.wikidot.com/spell:snare Snare].

Revision as of 21:03, 8 June 2024

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This is an Artificer Specialization for 5A.

A psychometrist is a psychic medium who reads and channels the psychic impressions carried by objects. They are exceptional detectives, capable of uncovering past events by examining items. Skilled psychometrists can channel these impressions into powerful magical effects. Their abilities are honed through life experiences rather than traditional magical training, leading them to uncover hidden dimensions within mundane objects.

Greyhawk: Most psychometrists awaken their powers by accident. Only in far to the west is psychometry studied as a psychic art. In places like Zindia and the Baklunish lands, psychometry may be the most common type of artificer.

Psionic Subclasses

In 5E, psionics does not have its own classes, it is instead expressed through subclasses. The this subclass uses psionic powers, along with a number of other subclasses in the game, the artificer Archivist and Psychometrist, bard College of Whispers and Psychic, cleric Spiritualist, fighter Psi Warrior, rogue Soulknife, sorcerer Aberrant Mind and Mystic, and wizard Arcane Horizon and Mentalist.

Subclass Features

Mundane Insights

When you adopt this specialization at 3rd level, you learn the Investigation skill. If you already have this skill, you instead learn another skill of your choice or three languages.

Psychometrist's Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Geometrician's Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Psychometrist's Spells
Artificer
Level
Spells
3 Comprehend Languages,
Earth Tremor
5 Arcane Lock,
Knock.
9 Meld Into Stone,
Speak with Dead
13 Guardian of Faith,
Summon Construct
17 Animate Objects,
Holy Weapon

Object Reading

At 3rd level, as an action, you can read psychic impressions within 5 feet of you, learning which things in the area are cursed, hidden, magical, trapped, or under a magical effect.

By spending an action focusing on an object you touch, you discover specific information.

  • Understand a curse’s effects and removal method.
  • Understand how to open a secret door or compartment.
  • Learn the properties and command words of a magic item, its attunement requirements, and charges.
  • Detect the trigger and effects of a trap, and how to disarm it.
  • Identify spells or magical effects affecting an item, including the spell used to create it.

Psychic Investigation

At 3rd level, you gain expertise (double proficiency bonus) in Investigation. When you make a physical examination and succeed on an Intelligence (Investigation) check, you can see and hear a past event related to the investigation for up to ten minutes, as if you were there. You experience the event in real time and are blinded and deafened during this vision. You can end the vision at any time. To notice a dangerous situation, you must pass a DC 20 Wisdom (Perception) check.

Seance of Awakening

At 5th level you can cast the following spells as rituals as long as you have them prepared. Any spell cast this way ends when you cast the spell again or at the end of your next long rest.

1st level spells: Arcane Weapon, Purify Food and Drink, Snare.

2nd level spells: Arcane Lock, Knock.

3rd level spells Flame Arrows, Glyph of Warding, Tiny Servant.

4th level spells: Fabricate, Mordenkainen's Faithful Hound, Summon Construct.

5th level spells: Holy Weapon, Creation, Transmute Rock.

Channel Weapon

At 5th level can spend 10 minutes in a ritual to attune yourself to a weapon. This bond lasts until the weapon is destroyed or you use this ability again. You gain proficiency with the weapon, and when you take the Attack action with it, you can make an additional attack..

Channel Psychic Impression

At 9th level, you can channel psychic impressions into spells. You can cast a cantrip or spell of 5th level or lower from the sorcerer spell list by using a material component based on the spell’s school (not consumed). You also add the spell to your prepared spells until the end of your next long rest. You can use this ability once, regaining it on a long rest.

Abjuration: A piece of armor or a shield.
Conjuration: A melee weapon.
Divination: A divination device (e.g., crystal ball, cards).
Enchantment: Perfume or a disguise kit.
Evocation: A ranged weapon.
Illusion: An object or drawing resembling the illusion. Drawing an image can be done as a bonus action.
Necromancy: An unworked bone from a sentient creature.
Transmutation: A liquid you can touch or in a transparent container.

You have the spell prepared until the end of your next long rest, which is useful if you have spell slots of the spell's level. You can use this ability once, regaining the use on a long rest.

  • Level 11: Cast spells up to 6th level.
  • Level 13: Cast spells up to 7th level.
  • Level 15: Cast spells up to 8th level, use the ability twice between long rests.
  • Level 17: Cast spells up to 9th level.
  • Level 19: Use the ability three times between long rests.

When casting a spell you have prepared using the appropriate component you can cast it as a psionic spell (no verbal/somatic components, and no material components unless consumed). You still need the material component required for this ability

Object Allies

At 15th level, your connection with objects grants you resistance to bludgeoning, piercing, and slashing damage.

Designer's Notes