Psychic Archer

Psychic archers are rangers that have learned to hone their thoughts into psychic energy. They tend to be focused and calm individuals.

Psychic Archer Features
Ranger LevelFeature
3rdPsionic Power, Mystic Bolts
7thFocused State
11thPsionic Adept
15thTelekinetic Leaps

Psionic Power

3rd-level Psychic Archer feature

You learn to focus your spiritual energy to enhance your abilities. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of dice equal to twice your proficiency bonus and they fuel various psionic powers you have, which are described below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Manifesting Ability. Wisdom is your manifesting ability for your powers. You use Wisdom whenever a power refers to your manifesting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a power you manifest and when making an attack roll with one.

Power save DC = 8 + your proficiency bonus + your Wisdom modifier

Power attack modifier = your proficiency bonus + your Wisdom modifier

The powers below use your Psionic Energy dice.

Blast Back. After you hit a target with a ranged weapon attack, you can expend one Psionic Energy die to push it 10 feet away from you and infuse it with psychic energy. At the start of the target’s next turn, you roll the die and the target and each creature within 10 feet of it must make a Strength saving throw. On a failed save, the creature takes bludgeoning damage equal to the number rolled plus your Wisdom modifier and is knocked prone. On a successful save, it takes only half of the damage.

Burst of Speed. You can increase your speed by 30 feet until the start of your next turn. During this time, you can take the Disengage action as a bonus action and can move across liquids on your turn without falling during the move. Once you gain this speed bonus, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to gain it again.

Fate Chain. When you hit a creature with a ranged weapon attack, you can choose to curse it. Once within the next minute when the cursed creature makes an attack roll or saving throw, you can expend one Psionic Energy die, roll the die, and reduce its d20 roll by an amount equal to the number rolled, ending the curse. If the target fails on its d20 roll, it takes force damage equal to the number rolled plus your Wisdom modifier. Only one creature can be cursed at a time.

Mystic Bolts

3rd-level Psychic Archer feature

You gain the mystic arms power and you can imbue a ranged weapon you hold with it without expending power points.

Focused Archer

7th-level Psychic Archer feature

Your ability to use psionic powers is enhanced. You add remote sight and puppetry to the list of powers you know. When you manifest a power, you can expend one Psionic Energy die to gain a number of power points equal to 1 + your proficiency bonus to augment the power. Moreover, while you maintain the mystic arms power, you gain the following benefits:

  • You can generate mystic bolts from your hands that have a normal range of 120 feet and no long range. You make a ranged weapon attack with your mystic bolts, and on a hit the target takes 1d8 + your Wisdom modifier force damage. Mystic bolts are considered a ranged mystic weapon.
  • You can concentrate on a ranger spell you cast using the same concentration.
  • When you attack with a ranged weapon, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
  • You don’t suffer disadvantage when making a ranged weapon attack if a foe is within 5 feet of you.

Psionic Adept

11th-level Psychic Archer feature

You have greater control over spatial matter and telekinetic force, gaining the new powers below.

Phase Arrow. When you make a ranged weapon attack, you can expend one Psionic Energy Die to allow it to ignore cover and pass through any nonmagical barrier in its path. A Phase Arrow’s attack roll is never made with disadvantage, and you don’t need to see your target to make the attack.

Psychic Mines. As an action, you can expend one Psionic Energy die, roll the die, and create a psionic minefield centered in a space you can see within 60 feet of you. The field is a 10-foot radius sphere. The first time a creature enters the field, it must make a Wisdom saving throw. On a failed save, it takes psychic damage equal to the number rolled plus your Wisdom modifier and has its speed reduced to 0 until the start of its next turn. On a successful save, it only takes half of the damage. The minefield will persist up to 10 minutes or until a number of creatures equal to your proficiency bonus have triggered it.

Ricochet. After you make a ranged weapon attack, you can expend one Psionic Energy die to make a new attack against a different target within range that is no more than 30 feet from your previous target. You roll the die and add the number rolled to your attack roll against the new target. A target can’t be attacked by this power more than once this turn.

Telekinetic Leaps

15th-level Psychic Archer feature

When you are attacked, you can use your reaction to leap up to 10 feet in any direction. If this places you outside the attack’s reach, the attacker must choose a new target within 5 feet of your previous position or lose the attack. This movement doesn’t provoke opportunity attacks.

You can leap out of harm’s way through this feature twice, and regain all expended uses when you finish a long rest, unless you expend a Psychic Energy die to use it again.

In addition, you extend your jump distance by 5 feet for each use of this feature you have remaining (maximum of 10 feet).