Difference between revisions of "Psychometrist (5A)"

From Action
Jump to navigation Jump to search
Line 2: Line 2:
 
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.
 
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.
 
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:''' ''
Line 41: Line 37:
  
 
=== Object Reading ===
 
=== Object Reading ===
At 3rd level, you can use an action to read psychic impressions within 5 feet of you.
+
At 3rd level, as an action, you can read psychic impressions within 5 feet of you, learning if anything in the area is magical, cursed, trapped, or under a magical effect.
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.
 
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.
+
* Learn the properties and command words of a magic item, attunement requirements, and charges.
* For a cursed object you learn what the curse does and how it can be removed.
+
* Understand a curse’s effects and removal method.
* For a trapped object you learn how the trap is triggered, what effect is has, and how difficultit is to disarm.
+
* Detect the trigger and effects of a trap, and how 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.
+
* Identify spells or magical effects affecting an item, including the spell used to create it.
  
 
=== 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 3rd level you can cast the following spells as rituals. Any spell cast this way ends at the end of your next long rest.
Any spell cast as a ritual using this ability that is in effect at the end of your next long rest ends.
 
  
 
'''1st level spells:
 
'''1st level spells:
Line 80: Line 74:
  
 
=== Psychic Investigation ===
 
=== 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.
+
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 a minute, 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
  
 
=== Weapon Bond ===
 
=== Weapon Bond ===
At 5th level you can spend 10 minutes in a ritual to attune yourself to a 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..
The bond lasts until the weapon is destroyed or you use this ability again.
 
You become proficient in this weapon, and when using this weapon you can make an additional attack when you take the Attack action.
 
  
 
=== Channel Psychic Impression ===
 
=== Channel Psychic Impression ===
At 9th level, you can channel the psychic impression on objects into spells.
+
At 9th level, you can channel psychic impressions into spells. You can cast a spell from the sorcerer spell list of 4th level or lower 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.
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.
 
: '''Abjuration''': A piece of armor or a shield.
 
: '''Conjuration''': A melee weapon.
 
: '''Conjuration''': A melee weapon.
: '''Divination''': A divination device, such as a crystal ball, deck of cards, divination sticks, pendulum, incense, and such.
+
: '''Divination''': A divination device (e.g., crystal ball, cards).
: '''Enchantment''': A bottle of perfume or a disguise kit.
+
: '''Enchantment''': Perfume or a disguise kit.
 
: '''Evocation''': A ranged weapon.
 
: '''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.
+
: '''Illusion''': An object or drawing resembling the illusion. Drawing an 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 complete and unworked bone from a sentient creature.
+
: '''Necromancy''': An unworked bone from a sentient creature.
: '''Transmutation''': A Liquid making waves. A liquid in a transparent container works if you touch that container.
+
: '''Transmutation''': A liquid you can touch or in a transparent container.
 +
 
 
You also add the spell to your list of prepared spells until the end of your next long rest, which is useful if you have spell slots of the spell's level or higher.
 
You also add the spell to your list of prepared spells until the end of your next long rest, which is useful if you have spell slots of the spell's level or higher.
 
You can use this ability once, regaining the use on a 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.
+
* Level 11: Cast spells up to 5th level.
At level 13 you can cast a spell of up to 6th level.
+
* Level 13: Cast spells 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.
+
* Level 15: Cast spells up to 7th level, use the ability twice between long rests.
At level 17 you can cast a spell of up to 8th level.
+
* Level 17: Cast spells up to 8th level.
At level 19 you can cast a spell of up to 9th level.
+
* Level 19: Cast spells up to 9th level.
  
When you cast any spell (not just the ones you gain from this ability) and satisfy the condition for the spell's school, you can cast the spell as a psionic spell.
+
When casting any spell with 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
The exception is that a spell you cast as a ritual can never be a psionic spell.
 
A psionic spell requires no verbal or somatic components, and it requires no material components, unless that component is consumed by the spell. You still need the material component required for this ability
 
  
 
=== Object Allies ===
 
=== Object Allies ===
At 15th level, your ability to commune with objects gives you resistance to bludgeoning, piercing and slashing damage.
+
At 15th level, your connection with objects grants you resistance to bludgeoning, piercing, and slashing damage.
  
 
== Designer's Notes ==
 
== Designer's Notes ==

Revision as of 23:00, 7 June 2024

5A5A logo
Starfox's 5th Edition Fan Page
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.

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 learn instead another skill of your choice or any 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 Flame Blade,
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 if anything in the area is magical, cursed, trapped, or under a magical effect.

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

  • Learn the properties and command words of a magic item, attunement requirements, and charges.
  • Understand a curse’s effects and removal method.
  • 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.

Seance of Awakening

At 3rd level you can cast the following spells as rituals. Any spell cast this way ends at the end of your next long rest.

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

2nd level spells: Arcane Lock, Flame Blade Knock.

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

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

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

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 a minute, 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

Weapon Bond

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 spell from the sorcerer spell list of 4th level or lower 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 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: An unworked bone from a sentient creature.
Transmutation: A liquid you can touch or in a transparent container.

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

  • 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 twice between long rests.
  • Level 17: Cast spells up to 8th level.
  • Level 19: Cast spells up to 9th level.

When casting any spell with 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