Difference between revisions of "Psychometrist (5A)"

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This is an [[Artificer (5A)|Artificer]] Specialization for [[5A]].
 
This is an [[Artificer (5A)|Artificer]] Specialization for [[5A]].
  
A psychometrist is a psychic and medium that reads and channels psychic the impressions carried by objects.  
+
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.
This allows the psychometrist to find out what has happened around an object they examine, making them excellent detectives.  
+
 
But even beyond this, a skilled psychometrist can channel psychic impressions into magical effects.
+
The psychometrist eventually gains access to all spells on the sorcerer's spell list.
Psychometrism is not taught, it is mastered by life experience. A beginner artificer might find themselves drawn into the psychic reality of objects, rather than to conventional invention or magical craft.
+
It is best if the player of a psychometrist has a good grasp of these spells, in an intense situation like combat the DM should not wait for the psychometrist to look up just the right spell.
After their initial studies, they find that no  particular field attracts them, and instead delve into objects as they are, discovering additional dimensions to even the most mundane of objects.
 
  
 
'' '''Greyhawk:''' ''
 
'' '''Greyhawk:''' ''
 
Most psychometrists awaken their powers by accident.  
 
Most psychometrists awaken their powers by accident.  
Only in far to the west is psychometry studied as a psychic art.  
+
Only 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.  
 
In places like Zindia and the Baklunish lands, psychometry may be the most common type of artificer.  
  
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== Subclass Features ==
 
== 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 ===
 
=== 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.
 
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.
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{| class="wikitable" align="right"
 
{| class="wikitable" align="right"
 
|+'''Psychometrist's Spells'''
 
|+'''Psychometrist's Spells'''
|| '''Artificer<br>Level''' ||valign="bottom" | '''Spells'''  
+
|align=center| '''Artificer<br>Level''' ||valign="bottom" | '''Spells'''  
 
|-
 
|-
| valign=top align=center |  3 ||valign="top"| [http://dnd5e.wikidot.com/spell:comprehend-languages Comprehend Languages], <br> [http://dnd5e.wikidot.com/spell:earth-tremor Earth Tremor]
+
| valign=top align=center |  3 ||valign="top"| [http://dnd5e.wikidot.com/spell:comprehend-languages Comprehend Languages], <br> [http://dnd5e.wikidot.com/spell:ray-of-sickness Ray of Sickness]
 
|-
 
|-
| valign=top  align=center |  5 ||valign="top"| [http://dnd5e.wikidot.com/spell:knock Knock], <br> [http://dnd5e.wikidot.com/spell:locate-object Locate Object]
+
| valign=top  align=center |  5 ||valign="top"| [http://dnd5e.wikidot.com/spell:arcane-lock Arcane Lock], <br>[http://dnd5e.wikidot.com/spell:knock Knock].
 
|-
 
|-
 
| valign=top  align=center |  9 ||valign="top"| [http://dnd5e.wikidot.com/spell:meld-into-stone Meld Into Stone], <br> [http://dnd5e.wikidot.com/spell:speak-with-dead Speak with Dead]
 
| valign=top  align=center |  9 ||valign="top"| [http://dnd5e.wikidot.com/spell:meld-into-stone Meld Into Stone], <br> [http://dnd5e.wikidot.com/spell:speak-with-dead Speak with Dead]
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|}
 
|}
  
=== Mundane Insights ===
+
=== Channel Psychic Impression ===
When you adopt this specialization at 3rd level, you learn the Investigation skill.  
+
At 3rd level, you can channel psychic impressions into spells. You can cast a cantrip or spell of 1st level from the sorcerer spell list by using an additional material component based on the spell’s school. This additional component is not consumed, and can be a magic item or carry an infusion. Preferably old and worn items that you feel attuned, likely to be free or cheap once you find them.
If you already have this skill, you learn instead another skill of your choice or any three languages.
+
If you cast spell this way that is a cantrip or of a level for which you have spell slots, add that spell to your prepared spells until the end of your next long rest.
 +
You can use this ability once, regaining the use on a long rest.
 +
 
 +
: '''Abjuration''': A piece of armor.
 +
: '''Conjuration''': A sword or dagger.
 +
: '''Divination''': A coin.
 +
: '''Enchantment''': A mirror.
 +
: '''Evocation''': A pendulum.
 +
: '''Illusion''': Any set of tools.
 +
: '''Necromancy''': A bone.
 +
: '''Transmutation''': A liquid.
 +
 
 +
As you advance in level as an artificer, the maximum level of spell you can cast and number of times you can use this ability improves.
 +
 
 +
* Level 5: Cast spells up to 2th level.
 +
* Level 7: Cast spells up to 3th level.
 +
* Level 9: Cast spells up to 4th level, use the ability twice between long rests.
 +
* Level 11: Cast spells up to 5th level.
 +
* Level 13: Cast spells up to 6th level.
 +
* Level 15: Cast spells up to 7th level, use the ability three times between long rests.
 +
* Level 17: Cast spells up to 8th level.
 +
* Level 19: Cast spells up to 9th level.
 +
 
 +
When casting any spell 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 Reading ===
 +
At 3rd level, as an action, you can read the psychic impressions of all objects and structures 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.
 +
* Identify spells or magical effects affecting an item, including the spell used to create it.
 +
 
 +
=== Channel Weapon ===
 +
At 5th level you can attune yourself to a weapon as a part of a short rest. 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.
 +
 
 +
=== Psychic Investigation ===
 +
At 5th 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. Your physical body is blinded and deafened during this vision, to notice a dangerous situation around your body, you must pass a DC 20 Wisdom (Perception) check. You automatically notice if you are touched or take damage. You can end the vision at any time without taking an action.
  
 
=== Seance of Awakening ===
 
=== Seance of Awakening ===
At 3rd level you can hold a seance, which allows you to cast the following spells as rituals.
+
At 9th level you can cast any spell with the ritual tag as a ritual as long as you have the additional material component from Channel Psychic Impression, even if you don't have the spell prepared.  
Any spell cast as a ritual using this ability that is in effect at the end of your next long rest ends.
+
You add the ritual tag to the following spells.
  
 
'''1st level spells:
 
'''1st level spells:
 +
[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].
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[http://dnd5e.wikidot.com/spell:arcane-lock Arcane Lock],
 
[http://dnd5e.wikidot.com/spell:arcane-lock Arcane Lock],
 
[http://dnd5e.wikidot.com/spell:knock Knock],
 
[http://dnd5e.wikidot.com/spell:knock Knock],
[http://dnd5e.wikidot.com/spell:locate-object Locate Object].
+
[http://dnd5e.wikidot.com/spell:magic-weapon Magic Weapon].
  
 
'''3rd level spells
 
'''3rd level spells
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[http://dnd5e.wikidot.com/spell:fabricate Fabricate],
 
[http://dnd5e.wikidot.com/spell:fabricate Fabricate],
 
[http://dnd5e.wikidot.com/spell:mordenkainens-faithful-hound Mordenkainen's Faithful Hound],
 
[http://dnd5e.wikidot.com/spell:mordenkainens-faithful-hound Mordenkainen's Faithful Hound],
[http://dnd5e.wikidot.com/spell:stone-shape Stone Shape],
 
 
[http://dnd5e.wikidot.com/spell:summon-construct Summon Construct].
 
[http://dnd5e.wikidot.com/spell:summon-construct Summon Construct].
  
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[http://dnd5e.wikidot.com/spell:transmute-rock Transmute Rock].
 
[http://dnd5e.wikidot.com/spell:transmute-rock Transmute Rock].
  
=== Object Reading ===
+
=== Object Allies ===
At 3rd level, you can use an action to read psychic impressions of an object within 5 feet.
+
At 15th level, your connection with objects grants you resistance to bludgeoning, piercing, and slashing damage.
This covers a 5 ft square, and reads all auras in this space. 
 
This tells you if anything in the area is magical, cursed, trapped, or currently under a magical effect or spell.
 
 
 
By spending an action focusing on an object you touch, you discover specific information.
 
* For a magic item you learn  its properties and how to use them (including command words), whether it requires attunement to use, and how many charges it has, if any.
 
* For a cursed object you learn what the curse does and how it can be removed.
 
* For a trapped object you learn how the trap is triggered and what effect is has, but not the DC to disarm it.
 
* For an item currently under a magical effect you learn what spells or effects are affecting the item. If the item was created by a spell, you learn which spell created it.
 
 
 
=== Psychic Investigation ===
 
At 5th level, you gain expertise (double proficiency bonus) in the Investigation skill.
 
When you succeed at an Intelligence (Investigation) check when you make a physical investigation, beyond what the investigation tells you, you can see and hear what happened, as if you were there. This vision can cover up to a minute and you see and hear as if you were present at the spot when the event you investigated happened. You experience past events in real time and you suffer the blinded and deafened conditions while this vision lasts. You can end the vision at any time, but unless you are touched or harmed, must pass a DC 20 Wisdom (Perception) check to notice a dangerous situation, such as combat.
 
 
 
=== Channel Psychic Impression ===
 
At 9th level, you can channel the psychic impression on objects into spells.
 
You can cast any spell on the sorcerer spell list of level 4 or lower.
 
The spell gains an additional material component depending on the school of the spell.
 
This component is not consumed in the casting of the spell.
 
: Abjuration: A piece of armor or a shield.
 
: Conjuration: A melee weapon.
 
: Divination: A divination device, such as a crystal ball, deck of cards, divination sticks, incense, and such.
 
: Enchantment: A bottle of perfume or a disguise kit.
 
: Evocation: A ranged weapon.
 
: Illusion: An object that resembles the illusion you want to create, or a drawing of the illusion you want to create. Drawing this image can be done as a part of the casting time of the spell, as long as you have something to draw with and something else to draw on. This can be as simple as a piece of coal to draw on a wall or floor.
 
: Necromancy: A bone from a sentient creature.
 
: Transmutation: A bowl, cup, or glass flask with liquid.
 
If you select a spell of a level for which you have spell slots, you add the spell to your list of prepared spells until the end of your next long rest.
 
You can use this ability once, regaining the use on a long rest.
 
 
 
At level 11 you can cast a spell of up to 5th level.
 
At level 13 you can cast a spell of up to 6th level.
 
At level 15 you can cast a spell of up to 7th level  and you can use the ability two times between long rests.
 
At level 17 you can cast a spell of up to 8th level.
 
At level 19 you can cast a spell of up to 9th level.
 
 
 
=== XXX ===
 
At 15th level, you can
 
  
 
== Designer's Notes ==
 
== Designer's Notes ==
 +
The two most important abilities are both gained at level 3.
 +
This gives the Psychometrist early access to psionic spells and the mentioned signature abilities, but makes the class a bit front heavy.
 +
However, Channel Psychic Impression starts out with access to only 1st level spells, which the Psychometrist already has, so it should not be too unbalanced.
 +
At level 9, it gains a lot of spells turned into rituals, which can add some additional damage but is mainly utility.
 +
This subclass has a lot of utility, really making an amazing detective.
 +
The overall class power seems ok to me - it has extra attack but no pets or special attacks.

Latest revision as of 14:13, 1 July 2024

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Notepad.png This is a work in progress.

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.

The psychometrist eventually gains access to all spells on the sorcerer's spell list. It is best if the player of a psychometrist has a good grasp of these spells, in an intense situation like combat the DM should not wait for the psychometrist to look up just the right spell.

Greyhawk: Most psychometrists awaken their powers by accident. Only 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, monk Way of the Soft Whisper, Spiral Monk, 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,
Ray of Sickness
5 Arcane Lock,
Knock.
9 Meld Into Stone,
Speak with Dead
13 Guardian of Faith,
Summon Construct
17 Animate Objects,
Holy Weapon

Channel Psychic Impression

At 3rd level, you can channel psychic impressions into spells. You can cast a cantrip or spell of 1st level from the sorcerer spell list by using an additional material component based on the spell’s school. This additional component is not consumed, and can be a magic item or carry an infusion. Preferably old and worn items that you feel attuned, likely to be free or cheap once you find them. If you cast spell this way that is a cantrip or of a level for which you have spell slots, add that spell to your prepared spells until the end of your next long rest. You can use this ability once, regaining the use on a long rest.

Abjuration: A piece of armor.
Conjuration: A sword or dagger.
Divination: A coin.
Enchantment: A mirror.
Evocation: A pendulum.
Illusion: Any set of tools.
Necromancy: A bone.
Transmutation: A liquid.

As you advance in level as an artificer, the maximum level of spell you can cast and number of times you can use this ability improves.

  • Level 5: Cast spells up to 2th level.
  • Level 7: Cast spells up to 3th level.
  • Level 9: Cast spells up to 4th level, use the ability twice between long rests.
  • Level 11: Cast spells up to 5th level.
  • Level 13: Cast spells up to 6th level.
  • Level 15: Cast spells up to 7th level, use the ability three times between long rests.
  • Level 17: Cast spells up to 8th level.
  • Level 19: Cast spells up to 9th level.

When casting any spell 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 Reading

At 3rd level, as an action, you can read the psychic impressions of all objects and structures 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.
  • Identify spells or magical effects affecting an item, including the spell used to create it.

Channel Weapon

At 5th level you can attune yourself to a weapon as a part of a short rest. 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.

Psychic Investigation

At 5th 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. Your physical body is blinded and deafened during this vision, to notice a dangerous situation around your body, you must pass a DC 20 Wisdom (Perception) check. You automatically notice if you are touched or take damage. You can end the vision at any time without taking an action.

Seance of Awakening

At 9th level you can cast any spell with the ritual tag as a ritual as long as you have the additional material component from Channel Psychic Impression, even if you don't have the spell prepared. You add the ritual tag to the following spells.

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

2nd level spells: Arcane Lock, Knock, Magic Weapon.

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.

Object Allies

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

Designer's Notes

The two most important abilities are both gained at level 3. This gives the Psychometrist early access to psionic spells and the mentioned signature abilities, but makes the class a bit front heavy. However, Channel Psychic Impression starts out with access to only 1st level spells, which the Psychometrist already has, so it should not be too unbalanced. At level 9, it gains a lot of spells turned into rituals, which can add some additional damage but is mainly utility. This subclass has a lot of utility, really making an amazing detective. The overall class power seems ok to me - it has extra attack but no pets or special attacks.