Difference between revisions of "Psychometrist (5A)"
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Revision as of 23:01, 7 June 2024
Starfox's 5th Edition Fan Page |
- 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, 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 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.
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.