Psyblade (3.5e Class)

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Adopter: The-Marksman (talk)
Original Author: Franken Kesey (talk)
Date Created: 04/07/19
Status: Version 2
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Psionics, Other Full


A psyblade focuses his mind on becoming an overwhelming force in combat. Manifesting his personal power into shapeable mind weapons and energy. A psyblade uses this true understanding of self to evolve beyond. A psyblade can be a good combat class, it has a lot of weapon related and damage dealing powers, plus a few healing and utility powers. Some of his powers can even interact with the cellular biology of other creatures. He can store powers in mind weapons and throw them at targets releasing powers in the process. A psyblade has a much larger selection of mind weapons than a typical soul knife (all blades), they can manifest any of these weapons and even deal non-lethal bludgeoning damage with them. They also have some crystal damage dealing powers.

Making an Psyblade[edit]

Abilities: Wisdom is the main ability of this class, followed by Strength and Dexterity.

Starting Gold: 4d4x10 gp (100 gp).

Starting Age: Simple.

Table: The Psyblade

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Power
Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +2 +2 Mind Weapon, Weapon Focus 2 1 1st
2nd +1 +0 +3 +3 Combat Style, Throw Weapon 3 2 1st
3rd +2 +1 +3 +3 Power Storing 5 3 1st
4th +3 +1 +4 +4 Mind Weapon +1 8 4 2nd
5th +3 +1 +4 +4 Free Draw 11 5 2nd
6th +4 +2 +5 +5 Improved Combat Style 17 6 2nd
7th +5 +2 +5 +5 Enhancement +1 23 7 3rd
8th +6/+1 +2 +6 +6 Mind Weapon +2 29 8 3rd
9th +6/+1 +3 +6 +6 Bladewind 35 9 3rd
10th +7/+2 +3 +7 +7 Bonus Feat 41 10 4th
11th +8/+3 +3 +7 +7 Enhancement +2 53 11 4th
12th +9/+4 +4 +8 +8 Mind Weapon +3 65 12 4th
13th +9/+4 +4 +8 +8 Multiple Throw 77 13 5th
14th +10/+5 +4 +9 +9 Bonus Feat 103 14 5th
15th +11/+6/+1 +5 +9 +9 Enhancement +3 101 15 5th
16th +12/+7/+2 +5 +10 +10 Mind Weapon +4 119 16 6th
17th +12/+7/+2 +5 +10 +10 Mass Touch 137 17 6th
18th +13/+8/+3 +6 +11 +11 Bonus Feat 155 18 6th
19th +14/+9/+4 +6 +11 +11 Enhancement +4 173 19 6th
20th +15/+10/+5 +6 +12 +12 Mind Weapon +5 191 20 6th

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Balance (Dex), Concentration (Con), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), Use Psionic Device (Cha).

Class Features[edit]

Weapon and Armor Proficiency: Psyblades are proficient with all simple weapons plus the dagger, shortbow, short sword, kukri, scimitar and falchion, and with light armor and shields (except tower shields).

Power Points/Day: A psyblade’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on the above table. In addition, he receives bonus power points per day if he has a high Wisdom (see Table: Ability Modifiers and Bonus Power Points). A psyblade can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a psyblade can manifest in a day is limited only by his daily power points. A psyblade simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The DC for saving throws against psyblade powers is 10+power’s level+psyblade’s Wisdom score.

Powers Known: A psyblade begins play knowing one 1st-level psyblade power (see below). The above table shows when a psyblade can unlock the knowledge of a new power. Choose the powers known from the psyblade power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psyblade to learn powers from the lists of other classes.) At 1st level, a psyblade gains access to the Psyblade Power List:

Mind Weapon (Su): As a move action, a psyblade can create a semisolid weapon composed of psychic energy distilled from his own mind. He can create either a dagger, kukri, short sword, scimitar or falchion, with the same size and statistics as the weapon he mimics. He gains the usual benefits to his attack roll and damage roll from a high Strength bonus. If he possess the Two-Weapon Fighting feat, he can draw two light mind weapons out in one action, instead.

The weapon can be broken (it has hardness 10 and 10 HP); however, a psyblade can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind weapon is considered a magic weapon for the purpose of overcoming damage reduction.

A psyblade can use feats such as Power Attack or Combat Expertise in conjunction with the mind weapon just as if it were a normal weapon. He can also choose mind weapon for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind weapon.

Powers like weapon of energy can be applied to your mind weapon. When such powers are cast, they are applied to only one mind weapon.

Even in places where psionic effects do not normally function (such as within a null psionics field), a psyblade can attempt to sustain his mind weapon by making a DC 20 Will save. On a successful save, the psyblade maintains his mind weapon for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind weapon vanishes. As a move action on his turn, the psyblade can attempt a new Will save to rematerialize his mind weapon while he remains within the psionics negating effect.

A psyblade can chose to make the mind weapon deal non-lethal bludgeoning damage instead of lethal piercing/slashing damage (by striking with the hilt). But this reduces base damage with weapon by 1 point.

At 4th level and every four after, a single mind weapon gains a +1 bonus to attack and damage rolls (i.e., +2 at 8th). At later levels, this can be split between multiple mind weapons or all placed in just one.

Weapon Focus (Ex): A psyblade gains Weapon Focus as a bonus feat which is applied to all mind weapons.

Throw Weapon (Ex): At 2nd level, a psyblade can throw his mind weapon as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind weapon then dissipates. He can throw any light mind weapon he is proficient with (without the normal penalties).

Combat Style (Ex): At 2nd level, a psyblade must select one of two combat styles to pursue: two-weapon or two-handed combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. The benefits of the psyblade’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

  • Two-Weapon Combat: If the psyblade selects two-weapon combat, he gains the Two-Weapon Fighting feat, even if he does not have the normal prerequisites. At 6th level, he gains Improved Two-Weapon Fighting.
  • Two-Handed Combat: If the psyblade selects two-handed combat, he gains the Power Attack feat, even if he does not have the normal prerequisites. At 6th level, he gains Cleave.

Power Storing (Su): At 3rd level, all mind weapons gain the the power storing property, with the following changes. Total stored maximum power points is two plus one half his class levels (all in one, or shared between multiple). Each weapon can only store one power at a time.

Free Draw (Su): At 5th level, a psyblade can materialize a mind weapon as a free action. However, he can make only one attempt to materialize the mind blade per round, and can have up to three in existence at once.

Mind Weapon Enhancement: At 7th level, a psyblade gains the ability to enhance one of his mind blades. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. This is applied to all his attacks with this mind blade (but only this mind blade), including when thrown or during a bladewind attack.

Special Ability
Energy Attunement +1
Ghost Touch +1
Keen +1
Parrying +1
Teleporting +1
Vicious +1
Collision +2
Psychokinetic burst +2
Suppression +2
Speed +3
Dancing +4

At 11th and every four after, the enhancement bonus increases by 1 (i.e., +3 at 15th).

At later levels, a psyblade can reassign the ability or abilities he has added to his mind blade. To do so, he need only draw a new mind weapon (dissipating the old), this materializes with the new ability or abilities selected by the psyblade. At later levels, he can split the enhancements between multiple blades (so long as the total does not exceed his max).

Bladewind (Su): At 9th level, a psyblade gains the ability to momentarily fragment his mind weapon into numerous identical blades, each of which strikes at a nearby opponent.

As a full attack, when wielding his mind weapon, a psyblade can give up his regular attacks and instead fragment his mind weapon to make one melee attack at his full BAB against each opponent within reach. Each fragment functions identically to the psyblade’s regular mind weapon.

When using bladewind, a psyblade forfeits any bonus or extra attacks gained by other feats or abilities (such as Cleave feat or hustle).

The mind weapon immediately reverts to its previous form after the bladewind attack.

Bonus Feat: At 10th and every four after, a psyblade receives a bonus feat that he meets the prerequisites for.

Multiple Throw (Ex): At 13th level, a psyblade can throw a number of mind blades per round equal to the number of melee attacks he could make.

Mass Touch (Ps): At 17th level, a psyblade can change the range of any touch power into close, and the target into one creature per four class levels. But this increases the power point cost by 6 points. Creatures can negate the power (even if normally they cannot) with either the normal power save or Will save (if the power normally does not have one) DC(10+power’s level+psyblade’s Wisdom modifier).

Campaign Information[edit]

My mind is my weapon.
—Joe, Psyblade

Playing an Psyblade[edit]

Religion: Psyblades practice a very egocentric religion.

Other Classes: Most classes avoid psyblades, they make formidable lone wolves.

Combat: Psyblades generally are found near the center of battle, or using a power to out maneuver an opponent.

Advancement: It is uncommon for psyblades to multi-class, but any psionic class can be beneficial (esp. Shadowknife).

Psyblade Lore[edit]

Characters with ranks in Knowledge (psionics) can research psyblades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (psionics)
DC Result
5 Psyblades are psionic combat specialists.
10 Psyblades have a mind weapon that they can wield with devastating effect.
15 Psyblades have some good combat utility abilities able to jump to the center of battle, then escape, do touch healing, control objects, and empower their mind weapons.
20 Specific info on a psyblade.

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Facts about "Psyblade (3.5e Class)"
AdopterThe-Marksman +
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionModerate +
Class AbilityPsionics + and Other +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
Rated ByGhostwheel +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillAutohypnosis +, Balance +, Concentration +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Psicraft +, Sense Motive +, Spot +, Survival +, Tumble + and Use Psionic Device +
Skill Points4 +
SummaryA psyblade focuses his mind on becoming an overwhelming force in combat. Manifesting his personal power into shapeable mind weapons and energy. A psyblade uses this true understanding of self to evolve beyond. +
TitlePsyblade +
Will Save ProgressionGood +