Psyker

This class is based off the Psykers from Warhammer 40k. These powerful casters channel the power of the dreamscape, warp, or immaterium.

This is a work in progress.

Health
At level 1: 8 + Con

After level 1: Add 1d8 + Con

Hitdice are 1d8 per level

Proficiencies
Saving Throws: Wisdom, Intellegence

Skills: Choose two of the following: Athletics, Arcana, Intimidation, Investigation, History, Perspection

Armor: Light and Medium Armor, Shields

Weapons: Light weapons, Battleaxe, Longsword, Warhammer, Crossbow(Hand), Force Weapons

Starting Equipment
The Psyker may start with the following equipment or 4d4*10 gold (100 Gold average)
 * (a) Force Sword or (b) Force Staff
 * (a) Leather armor or (b) Hide armor
 * (a) a hand crossbow with 20 bolts or (b) a shield
 * (a) an explorer's pack or (b) a dungeoneer's pack

Spellcasting
DC = 8 + Proficiency Modifier + Wisdom Modifier

Spell Attack Bonus = Proficiency Modifier + Wisdom Modifier

Psykers may use their force weapons as a spellcasting focus.

The Psyker begins play knowing two cantrips and three first-level spells. Additionally, all psykers know the Force Cantrip, which does not count against their cantrips known.

Beyond first level, the Psyker learns a new spell each time they gain a level, and gain new cantrips as described in the "cantrips known" section of the table. Psykers can only learn new spells that they have a spell slot to cast. Additionally, for all second-level or higher spells, the Psyker must know another spell of the previous spell slot level and the same school of magic. For example, a psyker who knows Magic Missile, an evocation spell, may learn Scorching Rays as they become 3rd level, but would not be able to if they had no first-level evocation spells.

Psykers have three levels of spellcasting power: fettered, unfettered, and push.

Fettered
Fettered requires the Psyker to use two spell slots to cast their spell, but does not generate psychic phenomena

Unfettered
Unfettered requires the Psyker to use a spell slot as normal. Additionally, the Psyker rolls 1d10. On a roll of a 1, the psyker must roll on the psychic phenomena table. All cantrips are cast at the unfettered level.

Pushing
Pushing allows the psyker to unleash their psychic fury and channel additional power than normal. To push a spell, the psyker chooses a spell and a spell slot they are able to cast it with. Then, the psyker may add 1 to the level of the spell slot they are using. They automatically roll a result on the psychic phenomena table. If the spell does not scale when cast at higher spell levels, the GM may allow the psyker to increase the range, spell DC, damage, or duration of the spell.

At sixth level, a psyker may push a spell slot two levels higher, but rolls with a +10 to their phenomena and perils rolls for that spell.

At twelfth level, a psyker may push a spell slot three levels higher, but rolls with a +20 to their phenomena and perils rolls for that spell.

At eighteenth level, a psyker may push a spell slot four levels higher, but rolls with a +40 to their phenomena and perils rolls for that spell.

Force
Force is a property that can be applied to any versatile weapon. When a character proficient in force weapons hits with a force weapon, they can choose to deal additional damage equal to their wisdom modifier in place of their strength modifier. Damage added to the attack this way is force damage.

For characters not proficient in force weapons, the weapons function as so To make a force weapon, the character must have the equivalent weapon, a spellcasting focus, and 30 gold worth of materials to inscribe runes and combine the objects to create the weapon. The character must also pass a DC 20 Wisdom Saving Throw and a DC 20 Tinker's Check.
 * Force Staff is equivalent to a quarterstaff
 * Force Sword is equivalent to a longsword
 * Force Axe = Battleaxe
 * Force Hammer = Warhammer

Whenever a Psyker deals force damage, they may use a bonus action to cast the cantrip Force.

Force Cantrip
Both the psyker and their target both must make Wisdom Saving Throws. If the psyker rolls higher than the target, the target takes damage equal to how much higher the Psyker rolled.

Superior Force
At 9th level, the Psyker adds their proficiency bonus to their wisdom saving throw twice instead of once when using the Force Cantrip.

Force Master
At 18th level, the Psyker rolls their wisdom saving throw with advantage.

Psyniscience
A psyker may detect any demons, psykers, or presence of the source of their power leaking into the plane they are on (Warp Taint as it is called in Warhammer 40k) within 30 feet. For example, a portal into the plane where the psyker gains their power would be detectable by Psyniscience. The range of this ability becomes 60 feet at 10th level, and then 120 feet at 18th level. This ability may be used a number of times equal to the psyker's Wisdom bonus (minimum 1 use). All uses are regained after a long rest.

Extra Attack
At 7th level, whenever a psyker uses their attack action, they may make two attacks instead of one.

Warp Conduit
The psyker gains unlimited uses of their psyniscience ability. They also gain a 10th level spell slot. This spell slot functions the same as any other spell slot.

Sanctioned Psyker
These Psykers learn to harness the powers of the warp in a much more timid and safer fashion than normal Psykers. When a psyker chooses this archetype, they gain proficiency in heavy armor.

Rite of Sanctioning
At 10th level, a Sanctioned Psyker chooses one Psychic Phenomena. Whenever the Psyker rolls Psychic Phenomena, but does not generate Perils of the Warp, they may substitute their chosen result in for their roll.

Careful Preparations
At 15th level, a Sanctioned Psyker may spend a bonus action to meditate on their casting. The psyker's speed is reduced to 0 ft after doing so. The psyker may not move before using their bonus action to meditate. On the turn they meditate, they may cast a spell as if it is fettered, but only using one spell slot or cast a cantrip at the fettered level.

Bend Fate
At 19th level, a Sanctioned Psyker may reroll a result of a single roll of any kind has made and must use the new result. They must declare they are using this feature before the the result of the roll is confirmed or denied. The use of this feature is recovered after a long rest.

Unbound Psyker
These psykers prefer power and chaos over safety and allow the warp to take them to new heights and potential. When a psyker chooses the Unbound archetype, they gain the ability to create force weapon from any martial melee weapon. Additionally, they are detected as a fiend by the spell Detect Good and Evil and similar effects.

Favored Spell
At 10th level, an Unbound Psyker may choose one spell they know that is 5th or 4th level. Once every long rest, they may cast this spell at the unfettered level without using a spell slot. A roll of 1 or 2 generates physic phenomena

Unhinged Casting
At 15th level, an Unbound Psyker may use their Push feature without expending a spell slot. Push 1 may only be used to cast 1st level spells at 1st level, Push 2 can be used to simulate a 2nd level spell slot, and so on.

Vortex of Doom
At 19th level, an Unbound Psyker may open a portal to the source of their power. The portal is 25 feet in diameter and attracts everything around it. Any creature that ends it's turn, tries to move away from the portal, or is within 30 feet of the center of the portal when it opens must make a Strength Saving Throw compared to the psyker's spell DC. On a failed save, the creature is pulled 10 feet towards the center of the portal. If a creature is already in the center of the portal, they are pulled within. The portal is magical difficult terrain. All spells cast within 60 feet of the center of the portal, no matter who they are cast by, cause psychic phenomena. Unfettered spells cause perils of the warp automatically. Demons may erupt from this portal at the GM's discretion with varying moods and loyalties, depending on where the portal opened to.

Psychic Phenomena and Perils of the Warp
These tables are copied and adjusted from the Fantasy Flight Warhammer 40k roleplaying games. They are currently a work in progress.

Fear
All are Wisdom Saving Throws, failed saves make the afflicted Frightened by the source of the fear, successful saves give 24 hours of immunity to the effect. If no source location is clearly indicated, the source is in all spaces around the target. If the range of the fear is specified in the phenomena or peril, ignore the range mentioned in this section.
 * Fear(1) is a 30 foot radius, with a DC of 10
 * Fear(2) is a 60 foot radius, with a DC of 15
 * Fear(3) is a 90 foot radius, with a DC of 20
 * Fear(4) is a 120 foot radius, with a DC of 25

Insanity
For every 10 points of insanity, a character takes a -1 penalty on all skill checks, attacks, and saving throws. This penalty represents their inability to fully show their full competence for the given task or their distracted nature due to madness. This penalty can also be alleviated by good roleplaying of the insanity.

Because of their close nature to the warp, if a psyker dies and is revived, they gain 2d10 insanity points.

The spell Lesser Restoration removes 1 insanity point, while Greater Restoration removes 5 insanity points.

A character with 100 or more insanity points become incomprehensible in their madness and is removed from play until their insanity is reduced to 0.

Corruption
For every 15 points of corruption, a character mutates slightly, each mutation worse than the last as the unpredictable nature of psychic powers shifts the physical form of those it touches. The GM will come up with appropriate mutations as the game progresses. Examples can be a powerful miasma, glowing eyes, a frightful presence, disfigurement of the face, a set of demonic wings, a demonic tail, or a flaming limb. Although some mutations have benefits, they make the character an outcast from society, striking those around them with fear. Mutated individuals may be refused services or attacked outright.

One full day of meditation and rest will remove 1 corruption point. The spell Remove Curse reduces corruption points by 1d6 or can remove a mutation.

A character with 100 or more corruption points is removed from play as their body becomes a demonic vessel. Others may attempt to recover them, but the task will involve removing all corruption from the body. Most bodies recovered from corruption will be corpses due to the stress of the ordeal.

Cantrips

 * Acid Splash
 * Blade Ward
 * Dancing Light
 * Fire Bolt
 * Friends
 * Mage Hand
 * Message
 * Minor Illusion
 * Prestidigitation
 * Ray of Frost
 * Shocking Grasp
 * True Strike
 * Resistance

1st Level

 * Burning Hands
 * Charm Person
 * Color Spray
 * Comprehend Language
 * Disguise Self
 * Expeditious Retreat
 * Find Familiar
 * Grease
 * Hex
 * Identify
 * Jump
 * Magic Missile
 * Sanctuary
 * Shield
 * Witch Bolt

2nd Level

 * Alter Self
 * Augury
 * Blur
 * Cloud of Daggers
 * Chill Touch
 * Detect Thoughts
 * Enlarge/Reduce
 * Flame Blade
 * Flaming Sphere
 * Hold Person
 * Invisibility
 * Inflict Wounds
 * Pass without Trace
 * Scorching Ray
 * See Invisibility
 * Spider Climb
 * Ray of Sickness
 * Warding Bond
 * Zone of Truth

3rd Level

 * Bestow Curse
 * Call Lightning
 * Clairvoyance
 * Confusion
 * Dominate Beast
 * Fear
 * Fireball
 * Fly
 * Glyph of Warding
 * Haste
 * Hypnotic Pattern
 * Lightning Bolt
 * Protection from Energy
 * Sending
 * Speak With Dead
 * Stinking Cloud
 * Tongues

4th Level

 * Arcane Eye
 * Banishment
 * Blight
 * Dimension Door
 * Divination
 * Dominate Person
 * Evard's Black Tentacles
 * Greater Invisibility
 * Hold Monster
 * Ice Storm
 * Polymorph
 * Stoneskin
 * Wall of Fire

5th Level

 * Cloud Kill
 * Cone of Cold
 * Contagion
 * Commune
 * Destructive Wave
 * Legend Lore
 * Mass Suggestion
 * Otto's Irresistible Dance
 * Planar Binding
 * Scrying
 * Seeming
 * Telekinesis

6th Level

 * Arcane Gate
 * Chain Lightning
 * Circle of Death
 * Disintegrate
 * Eyebite
 * Globe of Invulnerability
 * Programmed Image
 * True Seeing

7th Level

 * Fire Storm
 * Finger of Death
 * Plane Shift
 * Prismatic Spray
 * Psychic Warding (Enchantment) (Resistance to Psychic Phenomena and Perils of the Warp Damage when described in the table as a creature being "warded" or similar effect.)
 * Reverse Gravity
 * Simulacrum
 * Symbol

8th Level

 * Antimagic Field
 * Clone
 * Earthquake
 * Feeblemind
 * Glibness
 * Incendiary Cloud
 * Tsanami (Tentative)
 * Illusion Place Holder because There is no 8th level illusion spell

9th Level

 * Atral Projection
 * Meteor Storm
 * Prismatic Wall
 * Power Word Kill
 * Time Stop
 * Weird
 * Wish (When a psyker casts Wish, they have a 50% chance of generating psychic phenomena from the spell and may not case it fettered.)