Psykers are natural psychics, manifesting a wide-array of psionic powers without the aid of cybernetics. Just like creatures fitted with a psi amp, psykers draw energy from the Warp and shape that energy into psionic powers. However, the psionic energy of a psyker is far less stable than the energy of a Technomancer, or Booster; it fluctuates and ripples, often unpredictable or even entirely out of control. All psykers live with the knowledge that they are prone to possession from the actual denizens of the Warp, the foul demons, and strange horrors lurking beyond normal reality. Because psykers are naturally anchored to the Warp, the barrier between the two realities is thin around them. A psyker whose powers become unstable threatens the stability of this barrier, and if something within the Warp happens to be passing at the same time it can shatter the separation entirely. The result is the psyker’s destruction in a gory flash, and the arrival of some eldritch monster intent on obliterating all around it.
Psionics
You are a natural psychic, whether by birth, exposure to the raw energy of the Warp, or strange mutation. This font of energy, whatever its origin, fuels your psionic powers.
Cantrips
At 1st level, you know four cantrips of your choice from the psyker powers list. You learn additional psyker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psyker table.
Power slots
The Psyker table shows how many psionic power slots you have to cast your powers of 1st level and higher. To cast one of these powers, you must expend a slot of the power’s level or higher. You regain all expended power slots when you finish a long rest.
Powers Known of 1st-Level and Higher
You know four 1st-level psyker powers of your choice from the psyker powers list.
The Powers Known column of the Psyker table shows when you learn more psyker powers of 1st level or higher. Each of these powers must be an abjuration or evocation power of your choice, and must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the psyker powers you know with another power of your choice from the psyker power list. The new power must be of a level for which you have power slots.
Psionic Casting Ability
Intelligence is your psionic casting ability for your psyker powers, as it is through a strong and carefully organised mind that you shape the energy that flows from the Warp into you to cast powers. You use your Intelligence whenever a psyker power refers to your psionic casting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psyker power you cast and when making an attack roll with one.
Power save DC = 8 + your proficiency bonus + your Intelligence modifier
Power attack modifier = your proficiency bonus + your Intelligence modifier
Psionic Casting Focus
You can use a psi focus as a psionic casting focus for your psyker powers.
Warp Signature
Psykers are a much studied, and often maligned, group of people. Scholars break down psykers into various classifications, based on their so-called ‘Warp signature’ – the flowing pattern of ripples and echoes that can be observed in the bloodstream of a psyker.
Choose either Abomination, Witch, Enchanter or Cataclysm, all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Font of Power
At 2nd level, you tap into a deep wellspring of psionic energy within yourself. This wellspring is represented by psi points, which allow you to create a variety of psionic effects.
Psi Points
You have 2 psi points, and you gain more as you reach higher levels, as shown in the Psi Points column of the Psyker table. You can never have more psi points than shown on the table for your level. You regain all spent psi points when you finish a long rest.
Flexible Casting
You can use your psi points to gain additional power slots, or sacrifice power slots to gain additional psi points. You learn other ways to use your psi points as you reach higher levels.
Creating Power Slots: You can transform unexpended psi points into one power slot as a bonus action on your turn. The Creating Power Slots table shows the cost of creating a power slot of a given level. You can create power slots no higher in level than 5th.
Power Slot Level | Psi Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Level | Proficiency Bonus | Features | Cantrips Known | Powers Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Psionics, Warp Signature | 4 | 4 | 2 | - | - | - | - | - | - | - | - |
2 | +2 | Font of Power | 4 | 5 | 3 | - | - | - | - | - | - | - | - |
3 | +2 | Meta-Psi | 4 | 6 | 4 | 2 | - | - | - | - | - | - | - |
4 | +2 | Ability Score Improvement | 5 | 7 | 4 | 3 | - | - | - | - | - | - | - |
5 | +3 | - | 5 | 8 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | +3 | Warp Signature feature | 5 | 9 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | +3 | - | 5 | 10 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | +3 | Ability Score Improvement | 5 | 11 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | +4 | - | 5 | 12 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | +4 | Meta-Psi | 6 | 13 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | +4 | - | 6 | 14 | 4 | 3 | 3 | 3 | 3 | 1 | - | - | - |
12 | +4 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | - | - | - |
13 | +5 | - | 6 | 16 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | - | - |
14 | +5 | Warp Signature feature | 6 | 17 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | - | - |
15 | +5 | - | 6 | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | - |
16 | +5 | Ability Score Improvement | 6 | 19 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | - |
17 | +6 | Meta-Psi | 6 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement | 6 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Psionic Restoration | 6 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Warp Signature – Abomination
Abomination psykers are physically hideous and wield frightening psionic power. The link between the creatures that lurk in the Warp and an abomination psyker is particularly strong, and they are more likely than any other kind to be overcome and destroyed entirely.
Aberrant Blood
Beginning when you select this signature at 1st level, your skin is thicker, scalier, or furrier than normal. When you aren’t wearing armor, your armor class equals 13 + your Dexterity modifier.
You also gain darkvision, the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey. If you already have darkvision, your range increases by 30 feet.
Hideous Appearance
At 1st level, your appearance is hideous to behold. You may add double your proficiency bonus to Intimidation checks, but you have disadvantage on Persuasion checks. Unless you wear a large cloak to conceal these deformities, you are disturbing to behold.
Inhuman Reach
At 6th level, your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways. Your reach increases by 5 feet. Your elongated arms also gives you advantage on Strength (Athletics) checks made to climb.
Tentacles
At 6th level, you can grow long, whipping tendrils that sprout grotesquely from your form. As a bonus action, you can expend 2 psi points to manifest these tentacles, which last for 1 round. These tendrils automatically attack hostile creatures adjacent to you, dealing 3d6 bludgeoning damage at the end of your turn. You can maintain this effect by expending 2 psi points at the beginning of your next turn.
Warped Mind
At 14th level, your tainted form has altered the nature of your brain, making you resistant to psychic attacks, and more capable of inflicting them upon others. You gain resistance to psychic damage and have advantage on save against being charmed.
Additionally, you can emit a mind blast in a 60-foot cone as an action. Choose a number of psi points to expend, to a maximum of 6. Each creature in the cone must succeed on an Intelligence saving throw or take psychic damage equal to 1d8 for each psi point expended, plus your Intelligence modifier.
Monstrous Transformation
At 18th level, as a bonus action expending 3 psi points, you can unleash your monstrous heritage from within your body and transform into a terrible creature. Until you choose to end this effect or lose concentration on it, you have resistance to piercing, slashing, and bludgeoning damage from nonmagical weapons. Each round you begin in this form you must expend a further 3 psi points.
In addition, creatures who look upon this form become frozen in horror. Each creature within 30 feet, except for allies which know not to look at you, must make a Wisdom saving throw. On a failed save, the creature is paralyzed while you are transformed. At the end of each of its turns, affected creatures can make another Wisdom saving throw. On a success, the effect ends for that creature. The only powers you may cast in this form are cantrips. After your use this ability, you must complete a long rest before using it again.
Warp Signature - Witch
Others are gifted by psionics; you are cursed by it. Regardless of the origin of this insidious psionic power, it has twisted your appearance and imprinted upon your very soul. You can channel this hateful energy into powers, inflicting the same torture which plagues you upon others.
Witch Expanded Powers List
You learn additional powers at the levels specified below. These powers don't count against your total number of powers known.
1st: bane, hex
3rd: blindness/deafness, ray of enfeeblement
5th: bestow curse, fear
7th: confusion, phantasmal killer
9th: dominate person, mislead
Hideous Appearance
When you select this origin at 1st level, you are afflicted with a curse that makes your appearance hideous to behold. Your proficiency bonus is doubled for Intimidation checks, but you have disadvantage on Persuasion checks.
Evil Eye
At 6th level, you can cast a horrific gaze upon your enemies. As an action, you can select 1 target that you can see and that can see you within 30 feet. This target must make a Wisdom saving throw. On a failed save, the target becomes frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see you, ending the effect early on a success. A target that succeeds a saving throw against this effect is immune to it for 24 hours.
Additionally, you have advantage on saving throws against being frightened.
Paralyzing Touch
Starting at 14th level, your touch causes creatures to become paralyzed with fear. You may make a melee powers attack against a single creature within your reach. On a hit, the target becomes paralyzed for a number of rounds equal to your Intelligence modifier. Once you use this feature, you must complete a long rest before you may use it again.
Hexmaster
At 18th level, you command the terrors that each creature holds in its heart. You may expend 4 psi points to attempt to frighten all creatures of your choice within a 30-foot radius. Each creature must make a Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute. For each creature frightened, you can select a source of fear other than yourself.
Warp Signature - Enchanter
You don’t just draw on power from the Warp, you can actually see the web of psionic energy which flow throughout it and into the mundane universe. Your connection is a gift bestowed seemingly at random throughout the generations, and feels like a sixth sense, a silent tugging to places of great power.
Meta-Psi Savant
When you choose this origin at 1st level, you gain 1 Meta-Psi option of your choice and 1 psi point.
Improved Meta-Psi
Starting at 1st level, your connection to the land’s ley lines grants you a boon to your powers. All known Meta-Psi costs 1 fewer psi points, to a minimum of 1.
Connecting the Web
At 14th level, you learn to connect others to the web of psionics. As a reaction, you may apply any Meta-Psi you know to any power cast within 30 feet. This Meta-Psi costs double the normal number of psi points.
Meta-Psi Mastery
By 18th level, you have perfected the use of Meta-Psi. You gain the ability to use any Meta-Psi that is not currently on your list of known Meta-Psi. Using one of these costs double the normal number of psi points, and is not reduced by Improved Meta-Psi.
Warp Signature - Cataclysm
All psykers are unstable, but some are awash with such a deluge of energy from the Warp that they can barely contain their psionic powers at all. Psykers with the cataclysm warp signature are wild, dangerous, and usually short-lived.
Psionic Surge
Starting when you choose this warp signature at 1st level, your psionic powers can unleash surges of untamed energy. Immediately after you cast a psyker power of 1st level or higher, roll a d20. If you roll a 1, roll on the Psionic Surge Surge table to create a random supernatural effect.
Tides of Chaos
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Bend Luck
Starting at 6th level, you have the ability to twist fate using your psionics. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 psi points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.
Controlled Chaos
At 14th level, you gain a modicum of control over the surges of your psionics. Whenever you roll on the Psionic Surge table, you can roll twice and use either number.
Psionic Bombardment
Beginning at 18th level, the harmful energy of your powers intensifies. When you roll damage for a power and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.