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What's a Psylock

To every form of being is assigned an active principle:—howe'er removed from sense and observation, it subsists in all things, in all natures: in the stars, the unenduring clouds, in flower and tree, in every pebbly stone that paves the brooks, the stationary rocks, the moving waters and the invisible air. Whate'er exists hath properties that spreadbeyond itself, communicating good, a simple blessing, or with evil mixed: Spirit that knows no insulated spot, No chasm, no solitude; from link to link it circulates, the soul of all the worlds."

The first Psylock manifested ages ago when he discovered he was able to draw power from cosmic sources to create powerful spells. Psylocks are typically devote in perusing different perceptions of the universe and all of its seemingly disparate entities existing in a unified whole bound together. Because of this, Psylocks tend to spend much of their time in Astral form roaming around, learning. Some have even been rumored to be so powerful that they could ever walk with the stars above — though none has been found for as long as memory serves.

Psylocks are the ultimate cognizant, they devoutly hone their intellect and wisdom as they continuous push their boundaries, learning new abilities and powers along their journey to cosmic enlightenment.

"Violence and destruction always seem to come so easily to even the best among us. But together, we found a better way."

Psylocks focus on creating opportunities for their allies by applying conditions to their enemies, locking them out of fights for varying lengths of time or protecting their allies from damage. While Psylocks aren't very powerful in prolonged encounters, or against large numbers, they are not to be under-estimated as they can channel massive amounts of energy into single attacks.

Until Psylocks development their abilities further they are quite fragile beings, and even once mastering their kinetic defenses, they can still be quite vulnerable to attack.

As Psylocks can witness first hand the inter-connectivity of the universe, they traditionally carry no weapons or armor of any kind, solely relying on their mental prowess for defense.

Death and birth can sometimes be the same thing. That when your life stops, new possibilities open up

Psylocks typically seek to balance the universe around them, and are careful with life. When they do leave their sanctuaries, they typically are out to resolve some imbalance and are often found to be in the company of fellow adventures. Psylocks vary in disposition, but are generally happy to be in the company of others, in quite celebration of the life around them - even when their companions may be a little less palatable for your average Psylock.

The Long Road

Due to Psylocks spending much of their life in Astral form, they tend to age half as quickly as their racial counter-parts.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st level: 8 + Constitution mod
Hit Points at Higher levels: 1d8 + Constitution mod per level above 1st.


Armor: none
Weapons: none
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Investigation, Nature, Perception, and Persuasion.


  • An (a) a dungeoneer's pack or (b) a explorer's pack

Quick Build

{Describe a quick build of this class}

Psylock Table

Lvl Proficiency Bonus Power Points Features Cantrips Known Powers Known Telekinesis Damage
1st +2 1 Natural Telekinesis, Kinetic Defense 1 2 1d4
2nd +2 2 Telekinetic Weapons, Telekinetic Aura, 1 3 1d4
3rd +2 3 Telekinetic Aura Trait, Astral Projectionist 1 4 1d4
4th +2 4 Kenetic Cover, Ability Score Improvement 2 5 1d6
5th +3 5 Silence Mind, Telekinetic Aura Trait 2 6 1d6
6th +3 6 2 7 1d6
7th +3 7 Telekinetic Holograms, Telekinetic Aura Trait 3 8 1d8
8th +3 8 Ability Score Improvement 3 9 1d8
9th +4 9 Kinetic Armor 4 10 1d8
10th +4 10 5 11 1d10
11th +4 11 Atomic Consumption (1/day) 5 12 1d10
12th +4 12 Ability Score Improvement 5 12 1d12
13th +5 13 Atomic Consumption(2/day) 5 13 1d12
14th +5 14 Mental Disruption 5 13 2d8
15th +5 15 5 14 2d8
16th +5 16 Ability Score Improvement 5 14 2d10
17th +6 17 Atomic Consumption (3/day) 5 15 2d10
18th +6 18 5 15 2d12
19th +6 19 Ability Score Improvement 5 15 2d12
20th +6 20 Power Activation 6 15 3d10



The Psylock uses "powers" in-place of spells, however for the purposes of rules, powers are treated as spells. The cost of using powers are based on the powers level. Where power level is required, your power level is determine by your highest level of power you know.

All powers require a somatic component, regardless if a spell states otherwise. This means that a Psylock cannot use Telekinetic Weapons AND use powers at the same time.

Spellcasting Ability
Intelligence is your spellcasting ability for your spells, since the power of your spells relies on your mental ability. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion spell you cast and when making an attack roll with one.

Spell save DC = 10 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus*
You can use an arcane focus as a spellcasting focus for your spells.

You know a number of powers according to the Powers Known column in the Psylock table above. You may choose from a list of powers further below.

Power Points

You have an internal reservoir of energy that can be devoted to using your various powers. This energy is represented by power points. The number of power points you have is based on your level, as shown in the Power Points column of the Psylock table. The number shown for your level is your power point maximum. Your power point total returns to its maximum after you finish a long rest. The number of power points you have can’t go below 0 or over your maximum.

Quick Mind but Slow Hands

While the Psylock is not using Telekinetic Weapons, he/she may not take attacks of opportunity.

Kinetic Defense

While not wearing armor, you add your Intelligence modifier to your base AC.

Natural Telekinesis

At 1st level, you gain the Natural Telekinesis ability, which you can use at will with an action, to a range of 60 feet. You can use this ability to lift, hold, catch or throw any amount of mass up to your weight limit (detailed below), and move it with a bonus action to a maximum of 30 feet per object per turn, to the max range of 60ft. This increases to 45 feet at 12th level, and 60 feet at 18th level.

You may also drop objects or creatures as an additional bonus action. You can keep a number of objects equal to your proficiency bonus + your Intelligence modifier under your control (within your weight limit) but can only grab or catch one additional object or creature per turn.

As long as you concentrate within range, any held objects maintain their position. Any creature attempting to move such an object must make a Strength check against your Intelligence saving throw. You may also use this ability to grapple any creature that doesn't exceed your weight limit , using existing grappling rules (using your Intelligence in place of a Strength check). On a success allows you to move the creature at will for as long as it is grappled at a distance of your Intelligence Score. All direct effects are considered magical for the purpose of damage resistance, but not in any other respect. You use your intelligence modifier to make the attack roll.

Telekinetic Combat

You may use your telekinesis to attack directly. This is the Psylock's main attack.

Roll a d20 + your proficiency bonus + your Intelligence modifier. On a hit, this deals psychic or force damage (your choice) equal to the amount shown in the Telekinesis Damage column of the Psylock table plus your intelligence modifier (since you are using the strength of your mind to attack).

Telekinectic Smash

Alternatively, you may instead attack using an item(s) you are currently holding in the air, making an attack for each time you move it into or through a target creature's space. Ending a turn with an item in a creature's space forces you to let go of the item. This attack deals bludgeoning, slashing or piercing damage (whichever is appropriate). equal to your telekinesis damage + Smash Damage, shown in the table below.

An unwilling target makes a Dexterity Saving Throw against your spell save dc. The "on save" condition changes depending on the size category, described in the table below.

The damage caused by this attack depends on the size of the mass you're holding. The mass size is determine by the size category of the object(s) or creature(s) you can hold, described in the table blow.

The sizes are derived Creature Size but include addition categories to accommodate smaller objects, such as sand, or small stones.

The power point cost of using this ability depends on the weight being carried, shown below:

Smash Damage and Sizes

Required Level Size Category Allowed Power Point Cost Dexterity Check Save Damage
1st Fine* 1 negates damage but is blinded for 1 turn | 1d6
4th Tiny 2 Halves dmg 1d10
7th Small 4 Halves dmg 2d10
11th Medium 6 Negates dmg 3d10
14th Large 8 Negates dmg 4d10
17th Huge 12 Negates dmg 6d10
20th Gargantuan 16 Halves dmg 10d10

Fine objects are materials such as grains of sand, salt or water. They count as 16 objects per square.

Starting at 14th level, you can use your reaction to catch a falling object or creature with your telekinesis, dropping other objects of your choice, limited by your max carry capacity.

Telekinetic Aura

At 2nd level you learn the ability to do telekinesis using ones electromagnetic energy field, via their aura and can use Light Manipulation: The ability to control light to various effects.

Through continued practice of your powers you learn additional traits as you level. You must select (prepare) one of the traits below during a long rest to be able to use it:

  • At 3rd level, Flash Light: The ability to create flash of light, powerful enough to blind group of people within 5 feet until their next turn
  • At 5th level, Invisibility: The ability to mentally reflect light-waves around oneself and others, rendering them invisible.
  • At 7th level, Flight: An extremely skilled telekinetic is able to fly through the air via telekinesis, and even maintain the objects he or she has telekinetic control over simultaneously while in midair. The target rises vertically, up to 20 feet, and remains afloat for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The movement speed is the same as your base movement speed, and you may ignore rough terrain.

You can move up or down as part of your move. When the spell ends, the target floats gently to the ground if it is still aloft.

Telekinetic Weapons

At 2nd level, as an action you may shape pure psionic energy into weapons such as katanas, knives, flails, or any form of a melee weapon. While wielding these weapons you may choose to alter the damage type of your Telekinesis Damage to include, slashing, bludgeoning or piercing. This ability allows you to take attacks of opportunity, when they would otherwise be available.

Astral Projectionist

At 3rd level, you learn to project yourself in astral form as you begin to toy with cosmic powers.

You can project your astral body into your current Plane. The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. It takes an hour to enter the meditative state.

Kenetic Cover

At 4th level, As a reaction, you cause unattended objects, including rocks and earth, to shield one square, granting creatures in that square total cover from one attack. You can use this a number of times equal to your proficiency bonus per long rest.

Silence Mind

Starting at 5th level, you can focus your mental prowess on snuffing out another creature's mind. This feature may be used a number of times equal to your proficiency bonus per long rest.

The creature must make an Intelligence saving throw and on a failed save takes 1d8 psychic damage and loses 1d4 Intelligence (creatures with 0 Intelligence are knocked unconscious until they regain at least 1 Intelligence), as well as having any telepathic abilities silenced. It can reattempt the save to break free of the telepathic silence at the start of each of its turns, even if knocked unconscious from a lack of intelligence. Once free, its intelligence returns to normal and it becomes immune to "Silence Mind" for 24 hours.

At 13th level, you can spend 2 power points as a bonus action to gain advantage on your attack rolls against creatures who suffer the effects of Silence Mind for that round.

Telekinetic Holograms

At 7th level, If the user's fine motor skills are incredibly acute, it is possible to mentally manipulate dust particles and water vapor to refract light waves and create holograms. You can cast Project Image without material components for 1 power point.

Kinetic Armor

At 9th level, as your mind continues to expand you can manipulate your energy to form a protective layer around you allowing you to gain 1/2 (rounded down) of your intelligence modifier to your base AC. This feature requires concentration to maintain, and can be activated as a bonus action.

Atomic Consumption

Beginning at 11th level, your mastery of psionic energy allows you to push your mind beyond its normal limits and harness power from the atoms around you. As an action, you gain 9 special power points that you can spend only on powers that require an action or a bonus action to use. You can use all 9 points on one power , or you can spread them around. You can’t also spend your normal power points on these powers; you can spend only the special points gained from this feature. When you finish a long rest, you lose any of these special points that you haven’t spent. If more than one of the powers you activate with these points require concentration, you can concentrate on all of them. Activating one of them ends any effect you were already concentrating on, and if you begin concentrating on an effect that doesn’t use these special points, the powers end that you’re concentrating on.

At 17th level, the pool of power points you gain from this feature increases to 11. You have one use of this feature, and you regain any expended use of it with a long rest. You gain one additional uses of this feature at 13th, and 17th level.

Mental Disruption

At 14th level you become immune to psychic damage. Your Telekinetic Aura allows you put off a 10 ft aura of telekinetic energy, any creature of size large or smaller must make a constitution save against your intelligence upon entering the aura. On a failed save the creature takes 1d8 force damage and is knocked prone at the border of your aura where it entered, on a successful save the creature will take no damage and not be knocked prone.

Power Activation

At 20th level, you can use your telekinesis at a molecular level to activate latent potential in an a target creature, granting them use of one of your powers. This can include Cantrips. Once given a power in this way, these abilities can be taken away returning the appropriate potential to their latent states.

Only one power can be stored per person, per day, and requires a long rest before being able to be activated again. You immediately expend the number of power points equal to the cost of the power upon activating a target.

Psylock Power List

Level 1 (1 points)

  • Biophysical Control: The ability to control living organic tissue, causing muscles to cramp, skin to break, or blood vessels to burst or contract. You point your finger, and the creature that is momentarily assaulted by a series of Psychic attacks. The creature must make a Constitution saving throw. It takes 1d10 force damage on a failed save and is incapacitated, or half as much damage and is not incapacitated on a successful one.
    • At Higher Levels: You can increase the power of this ability by expending an additional power point to increase the damage by 1d10 for each power point above 1st. You may only increase the damage a number of times equal to your level of power.
  • Concussive Blasts: The ability to project psychokinetic energies as powerful blasts directed from the brain that could apparently affect matter with concussive force rendering targets unconscious. You can cast Sleep.
  • Ensnare Opponent: The ability to constrict a foe using their own clothing and hair, or even control their gross movements, providing their clothes are durable enough. The target must succeed on a Strength saving throw or be restrained until the effect ends (1 minute with concentration). A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the restrains fail.

While restrained by this power, the target takes 1d6 force damage at the start of each of its turns. A creature restrained can use its action to make a Strength check against your spell save DC. On a success, the target is freed.
* At Higher Levels: You can increase the power of this ability by expending an additional power point, increasing the damage by 1d6 for each power point above 1st. You may only increase the damage a number of times equal to your level of power.

Level 2 (2 points)

  • Energy Manipulation:The ability to telekinetically manipulate various types of the energy. As a reaction, you can alter the magic type of an incoming magical attack within 60 ft.
  • Electromagnetic Pulses: The ability to use telekinesis to channel the Earth's magnetic field through the electro-current of one's brain and generate electromagnetic pulses that disrupt the target. You can cast Hold Person without material component costs.
  • Psionic Spikes: The ability to create destructive psionic spikes that destroy the physical objects that the spikes come into contact with. You can cast Spike Growth

Level 4 (3 points)

  • Telekinetic Sensitivity: You can use your Telekinetic abilities to form a psychokinetic hold on objects that you can see. The ability to feel the texture of objects the user has a psychokinetic hold on, feel when other objects come into contact with them, and probe them at a molecular level to identify if they contain any magical properties (works like detect magic) or feel when two things which he/she has a psychokinetic “hold” upon are similarly composed. Most objects not held in place can be freely moved.

Level 5 (4 points)

  • Intuitive Aptitude: Can disassemble complex devices explosively (separating every last component, such as screws, nuts, circuit boards, etc.) and, just as quickly, easily assemble complex devices. This also has enabled one to even attain awareness and control over objects as small as individual electrons in an atom. For instance, the user could detect if a seal was hermetic, or not, by checking for the presence of penetrating oxygen molecules. Can even detect and discern individual oxygen molecules, and determine the atomic weight of molecules, by the amount of atoms present.

This power behaves like a mental image, and doesn't actually "explode" the item. The image can be shared with other creatures of your choosing.

  • Electric Blasts: The ability to channel the magnetic field of the planet into directed discharges of high-voltage energy from his body, and possibly even lightning. You can cast Lightning Bolt as either lightning or force damage.

Level 7 (5 points)

  • Force Fields: The ability to create protective force shields that could deflect even the most powerful of attacks (even filter bacteria from the air). You can cast Resilient Sphere without material components.
  • Healing: The ability to heal one's self and others of malignancies or bodily damage at an accelerated rate. You can cast Cure Wounds at 4th level with your intelligence modifier added to the total amount healed.
  • Confusion: The ability twists creatures' minds, spawning delusions and provoking uncontrolled actions. You can cast Confusion.

Level 9 (6 points)

  • Intangibility: The ability to phase through solid matter by mentally shifting the molecules of the body around another object's as the user moves forward. The passage creates no instability in a structure surrounding it. Up to 6 creatures with linked hands can also pass through the matter. The effect lasts for 1 minute.
  • Mental Manipulation You extend your mental powers even further inside the minds of others, and can now Modify Memory.
  • Kinetic Disintegration: The ability to disintegrate objects into almost nothing with the snap of your fingers. With just a snap of a finger, a creature targeted by this spell must make a wisdom saving throw. On a failed save, the target takes 6d6 + 20 force damage. If this damage reduces the target to 0 hit points, it is disintegrated into a matter of your choosing.
    • At Higher Levels. You can increase the power of this ability by expending an additional power point, increasing the damage by 1d6+5

force damage for each power point above 1st. You may only increase the damage a number of times equal to your level of power.
* This spell operates exactly like Disintegrate but with reduced initial damage, and significantly reduced "at high levels" damage.

Level 11 (7 points)

  • Matter Manipulation: The the ability to alter the molecular and atomic structures by nullifying the electric field holding atoms together of objects disintegrating them into dust. You can affect a cubed sized area up to half your level in feet (rounded up).

If used against a creature, use Harm for effects.

  • Teleportation: The ability to use telekinesis to transport one's self and other people to any location. You may cast Plane Shift

Level 13 (8 points)

  • *Remote Teleportation: The ability to remotely teleport objects and people, even into other realities. You may cast Plane Shift without transporting one's self along or requiring physical contact.

Level 15 (10 points)

  • Telekinetic Fire-Bird: Manifested energies combining both raw psychic energy and mental elemental forces enabling you to become the legendary phoenix, until you choose to end its affect, or your power points drops to 0. While using this ability, you have a flight speed of 50 feet, cannot wield your Telekinetic Weapons, as your arms turn to wings, nor can you benefit from Kinetic Cover.

You radiate Psionic energy while in this form and all opponents within 10 feet who have fewer levels than you must make a Will saving throw (DC 10 + 1/2 your level + your Intelligence modifier). An opponent who fails her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d4 + your Intelligence modifier.

A successful save indicates that the opponent is immune to your use of this ability for 24 hours. This ability cannot affect creatures with an Intelligence of 3 or lower. If you have the Renown feat, the Will save’s DC increases by 5.

Level 17 (15 points)

  • Mental Assault: You've learned to control the reality in the mind of a creature you choose. You may cast Psychic Scream.

Level 20 (18 points)

  • Gravity Manipulation: The ability to manipulate gravitational field of the planet. You may cast Reverse Gravity without component costs
  • Interdimensional Teleportation: The ability to travel into other dimensions and realities. You may cast Gate without Material component costs.

Psylock Cantrip list

At level 4 you can choose:

1 This spell is casted as if a Cantrip


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