View Source

Weirdo Whoever Plays D&D:
Re-Imagining Psionics

This document of Weirdo Whoever Plays D&D introduces homebrew materials, specifically the re-imagination of psionic classes from previous editions.


My experience of Dungeons & Dragons started with 5th edition, but before my "official" beginning of playing D&D, I had some chance to skim through what D&D used to be in past editions. Of all the awesome and not-really-awesome features that were introduced in 40 years of D&D history, I was deeply fascinated by the concept of psionics, where Morpheus's "Your mind makes it real" takes its logical and supernatural conclusion.

From what I know, the concept of psionics in 3.5th edition was introduced in Psionics Handbook, and later developed in many other supplements, such as Complete Psionics and Expanded Psionics Handbook. I've seen people complaining about psionics, saying that it's just spells with psi points instead of spell slots and less restriction and all. Frankly speaking, that part was something that I had to agree when I skimmed through psions, psychic warriors and wilders in System Reference Document - I found that very little things were different between spells and psionics, and that very little things happened to be directly involved with gameplay balance.

So it's been quite a while since Wizards of the Coast has released the Mystic Class via Unearted Arcana article "The Mystic Class", after two previous articles that kept track of its development. I see that the Mystic class is now accepted as the norm in many communities, but something within me kept disagreeing with it. I couldn't pin it down until very recently, when I took months to create something I thought would be more appropriate for psionics in 5th edition. Oh, how wrong I was.

So now that I am back on track, and the good thing of having homebrew in the game is, I can accept my mistakes and renew myself into something that could better fit the game and still be interesting enough to play. So here is my take on re-imagining psionics, including three different classes that replaces the Mystic class and overhauled psionic disciplines.

Feedbacks and Suggestions

This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever (weirdowhoever@gmail.com).

Credits

All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.

The psionics rules are based on the Unearted Arcana article "The Mystic Class".

Most of the contents are converted from 3.5rd editions — Psionics Handbook, Complete Psionics, and System Reference Document.

Psion. Based on the Psion class from Psionics Handbook and System Reference Document, combined with 5th-edition wizard and sorcerer.

Battlemind. Based on the Psychic Warrior class from Psionics Handbook and SYstem Reference Document, combined with 5th-edition fighter, paladin, and ranger. The name is from the Battlemind class from 4th edition.

Battlemind Subclasses. Each subclass is based on materials of previous editions: War Mind is based on the prestige class of the same name from Psionics Handbook and System Reference Document; Zen Archer is inspired by the Zen Archery feat from Complete Warrior; and Paragon Knight is based on battlemind disciples and paragon features from Player's Handbook 3. Special thanks to /u/DefiantMars for the inspiration of Paragon Knight.

Wilder. Based on the Wilder class from Psionics Handbook and System Reference Document, combined with 5th-edition rogue and warlock.

The Goal

I understand that there would be some questions, but it could be all summed into this: Why even bother to make a psionics overhaul? Here are my answers for some of the most common questions I am expecting to hear.

In General

If you by any chance is a fan of mine and have read through my WWPD&D articles, you would understand that I have very little creativity. My strength is not in creating something completely new, but in taking something that already exists and meddling with it.

As such, I found that while controversial, 3.5rd-edition psionics had some senses or two. It was just there, even in System Reference Document. So yeah, I grabbed 'em and ran my arse off before the alarm.

In short: The goal of the psionics overhaul is combining what we already have as the 5th-edition Mystic class, and what we already had back in 3.5rd edition, taking the best parts of both sides, and at least attempting at modernizing 3.5e psionics while I'm at it.

Classes

This is very personal opinion, but I disliked how the Mystic class ended up in a catch-all class for everything that is psionic. The class features seemed rather undecided on what to do. A pure psionic manifester? A martial-psionic hybrid? And why the hell is Wu Jen a psionic thing now? I mean, there already is a Wu Jen in 5th edition — it's called the Way of the Four Elements.

That is why I found that separating the psionic class into three — one "pure manifester" class, such as wizard and sorcerer; one "martial half-manifester" class, such as paladin and ranger; and one "oddball" class, such as warlock. (You should know by now that I'm in love with the warlock class.)

Psion. Psion was and still is the pure manifester. This is what I expected from the Mystic class, not the overzealous hybrid class that we have.

5th edition has introduced subclasses, and it helped me so much in creating the class. Some subclasses took more time than others, though. Clairsentience and telepathy was somewhat difficult to build, especially when I wanted something that could differentiate from wizards.

Battlemind. The name comes from the 4th edition, but it is actually psychic warrior from 3.5rd edition. "Psychic warrior" was something I found rather lackluster.

It's mostly paladin with psionics instead of spells, but I took some leaves out of psionics feats and added them as class features. Autohypnosis was common for all psionic classes in 3.5rd edition, but from what I see, battleminds should be the one to use the most out of it, and after some trials and errors it is now the 1st-level feature of the class.

Wilder. Yes, yet another warlock ripoff. (As if the Scion class wasn't enough, I know.) Wilder was already the oddball back in 3.5rd edition, and making it yet another oddball in 5th edition was a hassle.

The Wild Surge was really troublesome to implement. After some very shoddy mechanics I finally gave up and resorted to warlock's Unstable Magic, with some different concept. Instead of manifesting stronger powers, the wilder will be manifesting disciplines more frequently.

Psionic Disciplines

At first, I tried to make all psionic powers from scratch, complete with spell-like descriptions. Now I understand I was being too ambitious, and will stick to the psionic disciplines nad talents that the Mystic class introduced. However, I am doing some overhaul to make it as I see fit.

Subdisciplines. I overhauled the discipline orders into a range of subdisciplines as presented in the older editions. The classification seemed more sensible than what we have with the Mystic class. Also, I liked how wizard refers to school of magic for each subclass, and I tried to implement just that.

Psion

For what other mystics find from their outside, psions find from their inside. By delving into their own mind and awakening its power, psions gain control to their surroundings, shaping the world with nothing but their own willpower.

Quick Build

You can make a psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the hermit background.

Class Features

As a psion, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per psion level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per psion level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Animal Handling, Arcana, History, Insight, Investigation, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a light crossbow and 20 bolts or (b) five darts
  • (a) a diplomat's pack or (b) an explorer's pack

Psionic Profession

You awaken your mind into manifesting a specific field of psionic powers categorized as disciplines. You can manifest psionic powers of other disciplines, but your initial choice grants you other features that differs you from other psions.

Choose one of the psionic professions of your choice: Egoist, Kineticist, Nomad, Seer, Shaper, or Telepath. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Psionics

As an awakened disciple of power within your mind, you can manifest psionics. Psionics is a supernatural power that shares some common traits with magical spellcasting.

Psionic Talents. You know three psionic talents of your choice. You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Psion table.

Psionic Disciplines. At 1st level, you know two psionic disciplines: one from your Psionic Profession, and one of your choice from the psion discipline list. The Disciplines Known column of the Psion table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline of your choice from the psion discipline list.

Additionally, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice from the psion discipline list.

Psi Points. The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Psion table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have cannot go below 0 or over your maximum.

Psi Limit. There is a limit on the number of psi points you can spend to manifest a psionic discipline. The limit is based on your psion level, as shown in the Psi Limit column of the Psion table.

For example, as a 3rd-level psion, you can spend no more than 3 psi points on a discipline each time you manifest it, no matter how many psi points you have.

Psionic Focus. As a bonus action, you can choose one of the psionic disciplines you know and gain its psionic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

You can have only one psionic focus benefit at a time, and using the psionic focus on one discipline does not limit your ability to use other disciplines.

Psionic Ability. Intelligence is your psionic ability for your psionic disciplines. You use your Intelligence modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier


Psionic attack modifier = your proficiency bonus + your Intelligence modifier

Psionic Recharge

Starting at 2nd level, you can regain a portion of your psionic resolve through quick meditation. When you finish a short rest, you can regain psi points equal to your psion level. Once you regain psi points this way, you cannot do so again for the next 24 hours.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 with this feature.

Table: The Psion
Level Proficiency
Bonus
Features Talents
Known
Disciplines
Known
Psi
Points
Psi
Limit
1st +2 Psionic Profession, Psionics 3 2 4 2
2nd +2 Psionic Recharge 3 2 6 2
3rd +2 3 3 14 3
4th +2 Ability Score Improvement 4 3 17 3
5th +3 4 4 27 5
6th +3 Psionic Discipline Feature 4 4 32 5
7th +3 4 5 38 6
8th +3 Ability Score Improvement 4 5 44 6
9th +4 4 6 57 7
10th +4 Psionic Discipline Feature 5 6 64 7
11th +4 Expanded Knowledge (9 psi) 5 6 73 7
12th +4 Ability Score Improvement 5 6 73 7
13th +5 Expanded Knowledge (10 psi) 5 7 83 7
14th +5 Psionic Discipline Feature 5 7 83 7
15th +5 Expanded Knowledge (11 psi) 5 7 94 7
16th +5 Ability Score Improvement 5 7 94 7
17th +6 Expanded Knowledge (13 psi) 5 8 107 7
18th +6 Psionic Tattoo 5 8 114 7
19th +6 Ability Score Improvement 5 8 123 7
20th +6 Psionic Paragon 5 8 123 7

Expanded Knowledge

By 11th level, your knowledge to the power of your own mind expands, allowing you to manifest even greater wonders with the power of your mind.

You can manifest the discipline option marked as the Expanded Knowledge option, which is stated on each discipline's desscription. For this use, treat your psi limit as 9. Once you manifest a discipline this way, you cannot do so again until you finish a long rest.

At higher levels, you gain additional use of this feature, each with different psi limit: one 10-psi use at 13th level, one 11-psi use at 15th level, and one 13-psi use at 17th level.

Psionic Tattoo

When you reach 18th level, you can scribe tattoo on your body that stores a portion of your psionic energy.

When you finish a short rest or long rest, choose one discipline option with a minimum psi cost of 3 or less. You can manifest the chosen discipline option twice without expending psi point, as if you had spent 3 psi to manifest it.

If you scribe another tattoo when you already have a tattoo, the previous tattoo disappears, and any unspent uses vanish.

Psionic Paragon

At 20th level, you are the defining character of psionic talents and disciplines. Choose one of the following options:

Chained Mind. When you manifest a discipline that targets only one target, you can choose to target an additional number of targets up to your Intelligence modifier (minimum of one target). If you do so, the targets must be within 20 feet of each other when you target them, and you must spend 1 additonal psi points for each target above the first, in addition to the psi cost for the discipline.

Maximized Mind. When you manifest a discipline that deals damage, you can spend 3 psi points, in addition to the psi cost for the discipline, to deal maximum damage with the discipline.

Quickened Mind. When you manifest a discipline as an action, you can spend 2 psi points, in additional to the psi cost for the discipline, to manifest it as a bonus action.

Psionic Professions

The power of mind comes in many shapes. The classification of psionic power is untold yet universally accepted among psions and other manifesters of psionics.

As a psion, you choose to delve into one of such field of psionic powers, and gain a number of benefits and talents based on your professional subdiscipline. You can still learn and manifest other psionic disciplines that do not belong to your professional subdiscipline.

Egoist

Egoists specialize in psychometabolism, a subdiscipline of psionic power that focuses on alters the bodily functions of self or others around the manifester. Egoists understand that the body is a mere plaything of mind, and controls one's own body through mental — and psionic — methods.

Bonus Discipline

Starting at 1st level when you choose this discipline, you gain one of the following disciplines: Heightened Reflexes, Psychic Metamorphosis.

Additionally, whenever you gain or replace a new psionic discipline, you can choose a psychometabolism discipline from the discipline list of any class, including this class.

Psionic Body

Also starting at 1st level, your psionic power enhances your endurance and stamina. Your hit point maximum increases by 1, and again by 1 whenever you gain a level in this class.

Additionally, if you are not wearing armor or wielding a shield, your Armor Class becomes 10 + your Dexterity modifier + your Intelligence modifier.

Psychofeedback

When you reach 6th level, you can readjust your body to boost one physical ability with your psionic power. When you manifest a psychometabolism discipline, you gain advantage on the next ability check or saving throw you make using Strength, Dexterity, or Constitution, if you make the roll until the start of your next turn.

Body Fuel

Starting at 10th level, you can manifest your psionic power with your physical resolve, instead of your mental resolve. When you manifest a disciplie, you can choose to reduce up to 3 psi points you spend to manifest it.

If you do so, for each psi point you reduced this way, you take 4 psychic damage, and your hit point maximum is decreased by 2. The damage you take this way ignores your resistance and immunity. The hit point maximum returns to normal when you finish a long rest.

True Metabolism

At 14th level, you can cause your body to regenerate at a supernatural speed. Whenever you manifest a psychometabolism discipline, you regain hit points equal to the number of psi points spent plus your Intelligence modifier (a minimum of 1).

Additionally, you you need only half as much as food or water to survive, and you can hold your breath indefinitely without being suffocated.

Kineticist

Kineticists specialize in psychokinesis, a subdiscipline of psionic power that focuses on manipulating and transforming matter and energy. Kineticists practice shaping the world around themselves with the power of mind, and are capable of manifesting the most destructive power of psionics.

Bonus Discipline

Starting at 1st level when you choose this discipline, you gain the Psychic Warfare discipline.

Additionally, whenever you gain or replace a new psionic discipline, you can choose a psychokinesis discipline from the discipline list of any class, including this class.

Destructive Psionics

Also starting at 1st level, when you manifest a psychokinesis discipline that deals damage, you can spend psi point in addition to the psi cost for the discipline, up to your psi limit. For each psi points spent this way, you deal additional 1d4 damage with the discipline.

Additionally, when you manifest a discipline that deals damage and allows the target to make a saving throw to take half damage, and the target fails the saving throw with a natural 1, the creature takes double damage from that discipline.

Empowered Psychokinesis

When you reach 6th level, when you manifest a psychokinesis discipline that deals damage, you can choose and reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new roll.

For each die you rerolled this way, you must spend 1 psi, in addition to the psi points you spend to manifest the power.

Powerful Psionics

By 10th level, when you deal damage with a psychokinesis discipline, you can spend 2 psi, in addition to the psi point you spent to manifest the power, to ignore the target's resistance.

Psionic Ovechannel

Starting at 14th level, you can channel the deepest of your mind, enhanceing the destructive power of psionics to its fullest. When you manifest a psychokinesis discipline that deals psychic damage, you can choose a number of damage dice and treat them as maximum.

If you do so, for each damage dice you chose this way, you must spend 1 psi in addition to the psi point you spent to manifest the power, you take 4 psychic damage, and your hit point maximum is reduced by 2. This damage ignores resistance and immunity. The hit point maximum returns to normal when you finish a long rest.

Nomad

Nomads specialize in psychoportation, a subdiscipline of psionic power that focuses on propelling or displacing objects in space or time. Nomads are unbound by physical and mental constraints, and demonstrates such previlege through their psionics.

Bonus Discipline

Starting at 1st level when you choose this discipline, you gain one of the following disciplines: Astral Traveller, Dimensional Manipulation, Dimensional Singularity.

Additionally, whenever you gain or replace a new psionic discipline, you can choose a psychoportation discipline from the discipline list of any class, including this class.

Teleportation Savant

Also starting at 1st level, you know when a creature within 60 feet of you attempts to teleport, or when a creature teleports into an unoccupied space within 60 feet of you. You know the exact location, but you cannot discern the target's detail.

Additionally, once on each of your turn when you manifest a psychoportation discipline, you can spend 1 psi as an action or a bonus action to teleport into an unoccupied space you can see within 5 feet of you.

Dimensional Anchor

When you reach 6th level, you can spend 1 psi to create an invisible, intangible anchor in a 5-foot cube you can see within 120 feet of you. Whenever you manifest a psychoportation discipline that allows you or other creatures to teleport, you can instead teleport to the anchor, even if you cannot see it, but if the anchor is within the range of the discipline.

The anchor lasts for 24 hours or until you dismiss it as a bonus action. You can have only one anchor at a time. If you create another anchor if you already have one, the previous one disappears.

Nomadic Feats

By 10th level, the psionic energy grants you nimble and supernatural agility. You can spend 1 psi to take the Dash action as a bonus action. If you do so, you gain one of the following benefits:

Mental Leap. Your jumping distance is tripled until the end of the turn.

Up The Walls. You can move along vertical surfaces without falling while you move until the end of the turn.

Unchained Nomad

When you reach 14th level, you can ignore physical restriction as you manifest psychoportation disciplines. When you manifest a psychoportation discipline, you can spend 3 psi, in addition to the psi point you spend to manifest it, you can gain flying speed equal to your walking speed until the end of the turn.

If you do so, until the end of the turn, your movement is unaffected by difficult terrains, your speed cannot be reduced, and you can spend 5 feet of movement to automatically escape from nonmagical restraints.

 

Seer

Seers specialize in clairsentience, a subdiscipline of psionic power that focuses on seeing objects and events that is left unseen by mortal eyes or that does not even exist at the present times.

Bonus Discipline

Starting at 1st level when you choose this discipline, you gain the Third Eye discipline.

Additionally, whenever you gain or replace a new psionic discipline, you can choose a clairsentience discipline from the discipline list of any class, including this class.

Precognition

Also starting at 1st level, you have limited ability to know what has not happened yet, but will.

Once on each of your turn when you manifest a clairsentience discipline, you can roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you with this roll. You can choose to do so before or after the roll, but you must do so before the DM says the result of the roll. You can replace a roll in this way only once per turn.

The roll can be used only once. If you use this feature again when you already have the number recorded, the new number replaces the old one. When you finish a long rest, you lose any unused foretelling rolls.

Second Chance

By 6th level, your limited omniscience allows you a second chance on otherwise grim results. When you roll a 1 on an ability check, attack roll, or saving throw, you can spend 2 psi to re-roll the d20 and take the new roll.

Clairvoyant Sense

When you reach 10th level, your psionic power enhances your senses for a limited time as you manifest disciplines.

You gain blindsight out to a range of 10 feet. When you manifest a clairsentience discipline, the range of your blindsight increases to 60 feet until the end of your next turn.

Hypercognition

When you reach 14th level, your precognitive ability enhances. You can keep up to three Precognition rolls at the same time. When you use your Precognition feature, you can choose to keep the d20 roll or replace the old number with the new one.

Additionally, you can spend 2 psi as a bonus action to roll a d20 for your Precognition feature.

Shaper

Shaper specializes in metacreativity, a subdiscipline of psionic power that conjures and shapes ectoplasm, matter made out of magical substances from Astral Plane.

Bonus Discipline

Starting at 1st level when you choose this discipline, you gain the Astral Architect discipline.

Additionally, whenever you gain or replace a new psionic discipline, you can choose a metacreativity discipline from the discipline list of any class, including this class.

Astral Artisan

Also starting at 1st level, you can create more elaborate astral construct when you manifest the Build Astral Construct discipline option. Your astral construct gains the following benefits, in addition to its normal benefits:

  • When the astral construct first appears, it gain temporary hit points equal to three times your psion level.
  • It uses your proficiency bonus, instead of its own (+2). It also adds its proficiency bonus to its Armor Class and damage rolls, in addition to the areas where it normally uses its proficiency bonus.
  • When you take the Attack action on your turn, you can forgo one of your own attack to allow the astral construct to make one attack of its own with its reaction.

Additionally, when you manifest the Build Astral Construct discipline, you can choose one of the options below that applies to your astral construct. For the option you choose, you must spend additional psi points described at each option, in addition to the psi points you spend to manifest the power. You can choose one additional option when you reach 6th level, and again at 10th level.

  • Combat Construct (2 psi). Once on each of its turn, when the astral construct hits a target with slam attack, it deals an additional 1d6 damage with the attack.
  • Fortified Construct (2 psi). When the astral construct takes damage from an attack, it can use its reaction to halve the damage it takes.
  • Mobile Construct (2 psi). The astral construct's walking speed is increased by 15 feet.
  • Strong Construct (1 psi). The astral construct's proficiency bonus is doubled for its Athletics skill, and its carrying capacity is doubled.
  • Vigilant Construct (1 psi). The astral construct's proficiency bonus is doubled for its Perception skil.

Metacreative Feedback

By 6th level, whenever you reduce a hostile creature to 0 hit points with a discipline, you gain temporary hit points equal to 1d6 plus your psion level.

Additionally, whenever your Astral Construct reduces a hostile creature to 0 hit points, you can grant it temporary hit points equal to 1d6 plus your psion level.

Metacreative Recovery

Starting at 10th level, whenever you manifest a metacreativity discipline that grants temporary hit points to a creature, you can instead choose to restore its hit points by half the temporary hit points you grant with that discipline.

Durable Ectoplasm

When you reach 14th level, when you manifest a metacreativity discipline that grants temporary hit points to a creature or object, the target gains resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

Additionally, when you manifest the Astral Construct discipline, it gains resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

Telepath

Telepaths specialize in telepaty, a psionic power that focuses on mentally contacting and controlling other sentient creatures.

Bonus Discipline

Starting at 1st level when you choose this discipline, you gain the Expanded Mind discipline.

Additionally, whenever you gain or replace a new psionic discipline, you can choose a telepathy discipline from the discipline list of any class, including this class.

Speak with Mind

Starting at 1st level when you choose this discipline, you awaken the power of telepathy. You can telepathically speak to any creature you can see within 10 feet of you. A creature must share at least one language with you to understand what you say telepathically.

While you are focused on the Expanded Mind discipline, the range of your telepathy increases to 60 feet.

Cloud Mind

At 6th level, you can provide mental defense against outer interference. When another creature attempts to charm or frighten you, you can spend 2 psi as a reaction to avoid being charmed or frightened by that creature.

Additionally, when another creature deals psychic damage to you, you can spend 2 psi as a reaction to gain resistance to that damage, and deal the same amount of psychic damage to that creature.

Transcend Languages

Starting at 10th level, you develop a talent of speaking through both words and mind. You understand all spoken languages. Furthermore, any creature that can understand a language can understand you what you say, both verbally and telepathically.

Psionic Misdirection

By 14th level, when a creature attacks you, you can spend
3 psi to force that creature to make a Wisdom saving throw against your psion discipline save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Battlemind

Battleminds know that the greatest knowledge comes from within, both body and mind. By training both body and mind to a great degree, a battlemind seeks the true meaning of their existence, and to an extent, their capabilities and their fate — if there is such thing in this world.

Quick Build

You can make a battlemind quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on your combat style and weapon of choice. The second highest ability score should be Wisdom. Second, choose the soldier background.

Class Features

As a battlemind, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per battlemind level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per battlemind level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athetics, Acrobatics, History, Insight, Perception, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) two javelins or (b) one simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Scale mail and two javelins

Autohypnosis

As an adept of both martial and psionic warfare, you can hypnotize yourself with your psionic focus to better focus to the surrounding situations.

As a bonus action, you can enter the autohypnosis. While you are autohypnotized, you gain the following benefits:

  • You have advantage on Strength checks and saving throws.
  • If you are wearing light or medium armor, you gain a bonus to Armor Class and Constitution saving throws equal to half your Wisdom modifier (a minimum of +1). You can wield a shield and gain this benefit.
  • When you make an attack with a weapon you are proficient in, you add half your Wisdom modifier to attack and damage rolls (minimum of +1).

The autohypnosis lasts for 1 minute or until you are incapacitated. You can end the autohypnosis without until you dismiss it as a bonus action.

The autohypnosis counts as a psionic focus. You cannot enter the autohypnosis while you are focused on a psionic discipline, and you cannot focus on a psionic discipline while you are autohypnotized.

You can enter the autohypnonis the number of times shown for your battlemind level in the Autohypnosis column of the Battlemind table. Once you have entered the autohypnosis that number, you must finish a long rest before you can do so again.

Psionics

When you reach 2nd level, you can manifest psionic powers with your psionic abilities.

Psionics is a supernatural power that shares some common traits with magical spellcasting.

Psionic Disciplines. At 2nd level, you know two psionic disciplines of your choice from the battlemind discipline list. The Disciplines Known column of the Battlemind table shows the total number of disciplines you know at each level; when that number goes up for you, choose a new discipline of your choice from the battlemind discipline list.

Additionally, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice from the battlemind discipline list.

Psi Points. The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Battlemind table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have cannot go below 0 or over your maximum.

Psi Limit. There is a limit on the number of psi points you can spend to manifest a psionic discipline. The limit is based on your psion level, as shown in the Psi Limit column of the Battlemind table.

Psionic Focus. As a bonus action, you can choose one of the psionic disciplines you know and gain its psionic focus benefit, which is detailed in that discipline's description. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit.

You can have only one psionic focus benefit at a time, and using the psionic focus on one discipline does not limit your ability to use other disciplines.

Psionic Ability. Wisdom is your psionic ability for your psionic disciplines. You use your Wisdom modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

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

Psionic attack modifier = your proficiency bonus + your Wisdom modifier

Table: The Battlemind
Level Proficiency
Bonus
Features Autohypnosis Disciplines
Known
Psi
Points
Psi
Limit
1st +2 Autohypnosis 2
2nd +2 Psionics, Psionic Strike 2 1 4 2
3rd +2 Battlemind Archetype 3 1 6 2
4th +2 Ability Score Improvement 3 1 6 2
5th +3 Extra Attack 3 2 14 3
6th +3 Speed of Thought 4 2 14 3
7th +3 Battlemind Archetype feature 4 2 17 3
8th +3 Ability Score Improvement 4 2 17 3
9th +4 4 3 27 5
10th +4 Battlemind Archetype feature 5 3 27 5
11th +4 Improved Psionic Strike 5 3 32 5
12th +4 Ability Score Improvement 5 3 32 5
13th +5 5 4 38 6
14th +5 Psionic Awakening 5 4 38 6
15th +5 Battlemind Archetype feature 5 4 44 6
16th +5 Ability Score Improvement 5 4 44 6
17th +6 6 5 57 7
18th +6 Battlemind Archetype feature 6 5 57 7
19th +6 Ability Score Improvement 6 5 64 7
20th +6 Psionic Warrior 6 5 64 7

Psionic Strike

Also at 2nd level, you can channel your psionic potentials into your weapon, delivering a strike that staggers your opponent's psyche. When you hit a creature with a melee weapon attack, you can 1 psi to deal an extra 1d8 psychic damage with the attack.

If you are autphypnotized when you use this feature, you can use a bonus action to end your autohypnosis and deal an additional 2d8 psychic damage with this feature.

Battlemind Archetype

When you reach 3rd level, you adopt a specific style of martial and psionic combat. Choose one of the following archetype: War Mind, Zen Archer, or Paragon Knight. Your choice grants features at 3rd level, and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 with this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn.

Speed of Thought

Starting at 6th level, your walking speed is increased by
5 feet, and again by 10 feet while you are autohypnotized.

Improved Psionic Strike

By 11th level, your psyche is constantly expanded to your weapon. Whenever you hit a creature with a melee weapon, the creature takes an additional 1d8 psychic damage.

If you also use your Psionic Strike feature, you add this damage to the extra damage on your Psionic Strike.

Psionic Awakening

When you reach 14th level, while you are autohypnotized, you have advantage on saving throws against becoming charmed or frightened.

Additionally, whenever you enter the autohypnosis, you can end all effects that makes you charmed or frightened.

Psionic Warrior

At 20th level, you are the pinnacle of the combatant that combines the martial and psionic capabilities. Whenever you finish a short rest, you regain two uses of your Autohypnosis.

Additionally, whenever you enter the autohypnosis or start your turn while autohypnotized, you gain temporary hit points equal to 1d10 + your Wisdom modifier (minimum of 1). You lose all temporary hit points gained this way when your autohypnosis ends.

Battlemind Archetypes

Not all battleminds are the same — the difference comes in their attitude and preference in engaging in combat and non-combat situations. Such personal traits are classified in archetypes.

War Mind

An archetypical War Mind relies on oneself, even moreso than most psionic manifesters. They specialize and enhance their autohypnosis, suggesting their own mind into believing that they are the master of the battlefield — and since psionics revolve around mind shaping matter, they become exactly what they believe in.

Combat Autohypnosis

Starting at 3rd level when you choose this stance, your autohypnosis is improved to keep your focus in combat. While you are autohypnotized, you gain the following benefits, in addition to the normal benefits:

  • You gain resistance to poison damage.
  • You have advantage on saving throws made to avoid or resist the effect of disease and poison.

Additionally, when you enter the autohypnosis, choose one creature you can see. When you hit the chosen creature with an attacked with your Psionic Strike applied while you are autohypnotized, you deal an additional 1d8 psychic damage with the attack.

When the chosen creature drops to 0 hit points before your autohypnosis ends, you can use a bonus action on a subsequent turn of yours to choose another creature.

Psionic Warfare

When you reach 7th level, you can use your psionic power to manifest your mental determination through your physical capabilities. Choose one of the following options:

Personal Superiority. When you make a weapon attack while you are autohypnotized, you can spend 1 psi to gain a +2 bonus to the attack roll for that attack.

Defensive Posture. When you are targeted by an attack while you are autohypnotized, you can spend 1 psi as a reaction to gain a +2 bonus to your Armor Class against that attack.

Overwhelming Force

Starting at 10th level, when you end your autohypnosis to deal extra damage with your Psionic Strike, the extra damage increases to 4d8.

Additionally, while you are autohypnotized, psychic damage you deal with Psionic Strike and Improved Psionic Strike ignores the target's resistance against psychic damage.

Enduring Body

At 15th level, when you enter the autohypnosis, choose one of the following damage types: bludgeoning, piercing, slashing. While you are autohypnotized, you gain resistance to the chosen damage type.

Psionic Willpower

By 18th level, your psionic focus allows you to carry on the combat even at the brink of death.

While you are autohypnotized, having 0 hit points does not knock you unconscious. You still must death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you do not die until your autohypnosis ends.

Zen Archer

An archetypical Zen Archer relies on one's mind instead of one's senses. What the eyes cannot see, the mind can; what the ears cannot hear, the mind can; and what the body fails, the mind succeeds. The Zen Archer's deadly precision comes from their mind.

Psionic Shot

Starting at 3rd level when you choose this stance, you can channel your psionic energy into your ammunitions. When you hit a creature with a ranged weapon attack, you can spend 1 psi to deal an extra 1d6 psychic damage with the attack.

If you are autphypnotized when you use this feature, you can use a bonus action to end your autohypnosis and deal an additional 2d6 psychic damage with this feature.

Zen Autohypnosis

Also starting at 3rd level, your autohypnosis grants you deeper insight and inner calmness. While you are autohypnotized, you gain the following benefits, in addition to the normal benefits:

  • You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks.
  • You gain darkvision out to a range of 60 feet. If you already have darkvision from other sources, the range of your darkvision increases by 30 feet.
  • You can accurately recall anything you have seen or heard while you are autohypnotized.

Zen Marksmanship

When you reach 7th level, when you end your autohypnosis to deal extra damage with your Psionic Shot, you gain one of the following benefits for that attack:

  • The attack deals an additional 1d8 psychic damage.
  • The attack ignores half and three-quarters cover.
  • Attacking at long range does not impose disadvantage on the attack roll.

See with the Mind

Starting at 10th level, your mind expands into your proximity, granting you psionic senses that "see" your surrounding without relying on sight. You gain blindsight and tremorsense out to a range of 5 feet. While you are autohypnotized, the range of the blindsight and tremorsense increases to 30 feet.

Unwavering Mind

At 15th level, while you are autohypnotized, you gain resistance to psychic damage, and you cannot be charmed or frightened.

Improved Zen Marksmanship

By 18th level, you can perform complicated feats with a ranged weapon and your mind. Once on each of your turn when you make a ranged weapon attack while you are autohypnotized, you can end your autohypnosis to choose one of the following options for that attack:

Psionic Bolt. When you make the attack, the ammunition accelerates into a bolt, piercing through all creatures within a 5-foot-wide line. You still make an attack roll against the target and deals damage to it on a hit, as normal.

Each creature within the line excluding you that are not behind full cover must make a Dexterity saving throw against your battlemind discipline save DC. A creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one.

Psionic Seeker. When you make the attack against a target you have seen in the past minute, the ammunition flies toward that target, moving around corners if necessary and ignoring half and three-quarters cover.

If the target is within the weapons range and there is a path large enough for the ammunition to travel, you can make the attack roll against the target even if you cannot see it. On a hit, the target takes 2d6 psychic damage, in addition to the normal damage from the attack, and you learn its current location.

Psionic Volley. When you hit the target with the attack, the ammunition bursts into numerous clones, spraying into a 5-foot sphere centered on the target.

Each creature within the sphere must make a Dexterity saving throw against your battlemind discipline save DC. A creature takes 3d6 psychic damage on a failed save, or half as much damage on a successful one.

Paragon Knight

An archetypcial Paragon Knight is the embodiment of confidence. A Paragon Knight is not confident because he or she always wins; they win because they are self-contained and trustworthy to themselves. As a disciple of psionic arts and martial arts alike, the very presence of a Paragon Knight is enough for their allies to stand up to the threats that would otherwise break them.

Psionic Cascade

Starting at 3rd level when you choose this archetype, your autohypnosis channels your confidenc and self-containment, which bolsters strength and fortitude to your allies.

When you enter the autohypnosis, choose one friendly creature within 10 feet of you. The chosen creature gains the following benefits:

  • It has advantage on Strength checks and saving throws.
  • It gains a bonus to its Armor Class equal to half your Wisdom modifier (a minimum of +1).
  • Once on each of its turn when it hits a creature with a weapon attack, it can add your Wisdom modifier to the damage roll.

The benefit lasts for 1 minute or until your autohypnosis ends, or until you or the creature is incapaciated.

At higher levels, you can choose additional creatures to grant this benefit. You can choose up to two creatures when you reach 10th level, and up to three creatures when you reach 18th level.

Paragon's Guidance

When you reach 7th level, creatures that share your zeal is empowered with your confidence. Choose one of the following options:

Eternal Vigilance. When a creature that is under your Psionic Cascade is targeted by a weapon attack, it can use its reaction to impose disadvantage to the attack roll if it can see the attacker.

Psionic Vigor. A creature that is under the effect of your Psionic Cascade gains immunity to poison damage, and it cannot be poisoned. If the creature is already poisoned while it gains benefit from your Psionic Cascade, the effect is suspended for the duration of your Psionic Cascade.

Whirling Defense. When a creature that is under the effect of your Psionic Cascade is subjected to an effect that allows it to make a Dexterity saving throw to take half damage, it takes no damage instead on a successful save.

Psionic Surge

By 10th level, your confidence that channels to your allies causes a strain of upbeat energy that bolsters their vitality. When a creature gains benefit from your Psionic Cascade, it can use its reaction to move up to 20 feet toward you or a hostile creature it can see. This movement does not provoke opportunity attack.

Additionally, a creature that is under the effect of your Psionic Cascade has its movement increased by 10 feet.

Paragon's Willpower

Starting at 15th level, you can share your self-contained mentality to your allies, relieving them from inner conflicts. When you use Psionic Cascade, you can choose one creature that gains benefit from you to end all effects on that creature that causes it to be charmed or frightened.

Additionally, all creatures that are under the effect of your Psionic Cascade have advantage on all saving throws made to avoid or resist being charmed or frightened.

Improved Psionic Cascade

At 18th level, your confidence further surges to your alllies. The range of your Psionic Cascade increases to 30 feet.

Additionally, when a creature gains benefit from your Psionic Cascade or starts its turn while under the effect of your Psionic Cascade, it gain temporary hit points equal to your Wisdom modifier (minimum of 1). A creature loses all temporary hit points gained this way when the Psionic Cascade ends for it.

Wilder

Unlike most disciplined, self-contained manifesters of psionic power, wilders manifest their mind into reality by unleashing whatever they have in mind. As a result, a wilder can perform more powerful psionic abilities, at a cost of their own mentality and constant turmoil from within.

Quick Build

You can make a wilder quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the outlander background.

Class Features

As a wilder, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per wilder level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per wilder level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Acrobatics, Deception, Intimidation, Perception, Sleight of Hands, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) a light crossbow and 20 bolts or (b) five darts
  • (a) a dungeoneer's pack or (b) an explorer's pack

Unstable Psyche

Wilder's psionic potentials are tied to their emotions, which can be manifested explosively — and dangerously. Psionics is a supernatural power that shares some common traits with magical spellcasting.

Talents. You know two psionic talents of your choice. You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Wilder table.

Unstable Psyche Uses. At 1st level, you have one use of this feature. You gain more uses of this feature, as shown in the Unstable Psyche column of the Wilder table. You regain all expended uses when you finish a short rest or long rest.

When you manifest a wilder discipline you know, you use one use of this feature, and manifest the discipline as if you had spent psi points equal to what is shown in the Psyche Cost column of the Wilder table.

Psionic Disciplines. At 1st level, you know one discipline of your choice from the wilder discipline list. The Disciplines Known column of the Wilder table shows when you learn more wilder disciplines of your choice.

When you gain a level in this class, you can choose one of the psion disciplines you know and replace it with another discipline from the wilder discipline list.

Psionic Ability. Charisma is your psionic ability for your psionic disciplines. You use your Charisma modifier when setting the saving throw DC for a psionic discipline or when making an attack roll with one.

Psionic save DC = 8 + your proficiency bonus + your Charisma modifier

Psionic attack modifier = your proficiency bonus + your Charisma modifier

Wild Surge

You can burst your inner emotions and passions to channel your psionic power, at a cost of losing control. As a bonus action, you can regain one expended uses of your Unstable Psyche feature.

Immediately after you use this feature, you must make a DC 10 Constitution saving throw. On a failed save, you gain one level of exhaustion, and you cannot use this feature again until you finish a short rest or long rest.

Each time you use this feature after the first, the DC increases by 2. When you finish a long rest, the DC resets to 10.

Wild Emotion

When you reach 2nd level, your emotion is closely connected to your psionic capabilities. When you manifest your psionic power, your psyche is overwhelmed by violent and unstable emotions, and you can utilize this to further trigger your psionic powers.

Among the plethora of surging emotions, you specialize in one of them. Choose one emotion of your choice: Anger or Joy. Your choice grants you feature at 2nd level and again at 6th, 10th, and 14th level.

Wild Trance

By 3rd level, whenever you succeed on the Constitution saving throw you make with your Wild Surge feature, you enter the trance until the end of your next turn. if you are already in trance when you do so, the duration of trance is extended until the end of your next turn.

While in trace, you are considered proficient in Wisdom saving throws, and you have advantage on saving throws made to avoid or resist being stunned or falling unconscious.

Your trance ends early when you fall unconscious or you fail on a Constitution saving throw from your Wild Surge feature. You can end the trance early without using an action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 with this feature.

The Wilder
Level Proficiency
Bonus
Features Talents
Known
Disciplines
Known
Unstable
Psyche
Psyche
Cost
1st +2 Unstable Psyche, Wild Surge 2 1 1 2
2nd +2 Wild Emotion 2 1 2 2
3rd +2 Wild Trance 2 1 2 3
4th +2 Ability Score Improvement 3 1 2 3
5th +3 3 2 2 5
6th +3 Wild Emotion feature 3 2 2 5
7th +3 3 2 2 6
8th +3 Ability Score Improvement 3 2 2 6
9th +4 3 2 2 7
10th +4 Wild Emotion feature 4 2 2 7
11th +4 Wild Overflow (9 psi) 4 3 3 7
12th +4 Ability Score Improvement 4 3 3 7
13th +5 Wild Overflow (10 psi) 4 3 3 7
14th +5 Wild Emotion feature 4 3 3 7
15th +5 Wild Overflow (11 psi) 4 3 3 7
16th +5 Ability Score Improvement 4 3 3 7
17th +6 Wild Overflow (13 psi) 4 4 4 7
18th +6 Volatile Mind 4 4 4 7
19th +6 Ability Score Improvement 4 4 4 7
20th +6 Tranquil Surge 4 4 4 7

Wild Overflow

When you reach 11th level, you can channel an eruptive strain of psionic energy by lifts all self-control that restrains your emotions.

When you finish a short rest or long rest, you gain one use of this feature, if you do not have it already. When you manifest a wilder power, you can expend your Wild Overflow use, instead of your Unstable Psyche use. If you do so, you manifest the power as if you had spent 9 psi, instead of 7.

Immediately after you manifest a power by expending a Wild Overflow use, you must make a Constitution saving throw as if you had used your Wild Surge feature. On a failed save, you lose all unspent uses of this feature, in addition to the normal penalty.

Each time you use this feature, the DC for your Wild Surge increases by 2, in addition to the normal increase.

At higher level, you gain more uses of this feature when you finish a short rest or long rest, each with different psi point value: one 10-psi use at 13th level, one 11-psi use at 15th level, one 13-psi use at 17th level. You lose any unspent use of this feature when you take a short rest or long rest.

Volatile Mind

Starting at 18th level, your mind is a turmoil of unstable and violent emotions, enough to hurt anyone that dares attempt to peek into. You gain resistance to psychic damage, or immunity to psychic damage while in trance.

Additionally, your mind cannot be read by telepathy or other means unless you allow it, and when a creature deals psychic damage to you or attempts to read your mind, that creature takes psychic damage equal to your wilder level plus your Charisma modifier.

Tranquil Surge

By 20th level, you can restore your cool immediately after you lose it. When you use your Wild Surge feature, you can choose to regain all expended Unstable Psyche uses, automatically succeed on the Constitution saving throw, and reset the DC to 10.

Once you use this feature, you must finish a long rest before you can do so again.

Wild Emotions

Emotion is among the greatest of the source of power, but mostly its power is executed in motivation and decisions only. For wilders, whose unstable psionic power is combined with likewise unstable psyche, the emotion manifests into more than a willpower.

Anger

Anger is an intense emotional response, the expression of hostility, hatred, and violence. By channeling the anger within, a wilder manifests great physical influence over the surroundings.

Bonus Proficiencies

Starting at 2nd level when you choose this emotion, you gain proficiency in medium armor and two of the following weapons: glaives, greataxes, greatswords, mauls, pikes.

Surging Fury

Also starting at 2nd level, when you succeed on the Constitution saving throw you make with your Wild Surge feature, you can enter the fury until the end of your next turn, or extend the duration of your fury until the end of your next turn If you are already in fury.

While in fury, you gain the following benefits:

  • If you are not wearing heavy armor, you gain resistance to bludgeoning, piercing, and slashing dmage.
  • When attacking with a two-handed melee weapon that you are proficient in, you can use your Charisma modifier, instead of Strength. for the attack and damage rolls.
  • When you hit a creature with a melee weapon attack on your turn, you can use a bonus action to move up to half your walking speed toward a hostile creature you can see.

Your fury ends early when you fall unconscious or you fail on a Constitution saving throw from your Wild Surge feature. You can end the fury early without using an action.

Furious Strike

By 6th level, you have advantage on the first attack roll you make with a two-handed melee weapon that you are proficient in while in fury.

Painkilling Anger

When you reach 10th level, when you enter the fury, choose one of the following damage types: bludgeoning, piercing, slashing. While in fury, you gain immunity to the chosen damage type if you are not wearing heavy armor.

Undying Fury

Starting at 14th level, when you drop to 0 hit point while in fury, you can drop to 1 hit point. Each time you use this feature, the DC for your Wild Surge increases by 4.

When you fail a Constitution saving throw from your Wild Surge feature, you cannot use this feature again until you finish a short rest or long rest, in addition to the normal penalty.

 

Joy

Joy is a feeling of great pleasure and happiness, and one of the strongest stimulant and suppressant. By taking advantage of the joy within, a wilder can accelerate one's physical reflexes and nullifies the incoming harm.

Bonus Proficiencies

Starting at 2nd level when you choose this emotion, you gain proficiency in rapier, scimitars, and shortswords.

Surging Euphoria

Also starting at 2nd level, when you succeed on the Constitution saving throw you make with your Wild Surge feature, you can enter the euphoria until the end of your next turn, or extend the duration of your euphoria until the end of your next turn If you are already in euphoria.

While in euphoria, you gain the following benefits:

  • If you are not wearing medium or heavy armor, your walking speed is increased by 10 feet, and you gain a bonus to Armor Class and all saving throws equal to half your Charisma modifier, rounded down (minimum of +1).
  • When attacking with a finesse melee weapon that you are proficient in, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Euphoric Strike

By 6th level, when you take the Attack action on your turn while in euphoria, you can make two attacks, instead of one, with a finesse melee weapon that you are proficient in.

Reflexive Joy

When you reach 10th level, you are considered proficient in all saving throws while in trance.

Euphoric Momentum

Starting at 14th level, when you are subjected to an effect that allows you to make a saving throw to take only half damage while in trance, you can choose to automatically succed on the saving throw and take no damage instead. Each time you use this feature, the DC for your Wild Surge increases by 4.

When you fail a Constitution saving throw from your Wild Surge feature, you cannot use this feature again until you finish a short rest or long rest, in addition to the normal penalty.

Psionics

Psionic talents and disciplines are the core of psionic practices. They are the mental exercises and psionic formulae used to forge will into tangible, magical effects.

Using a Discipline

Each psionic discipline has several ways you can use it, all contained in its description. The discipline specifies the type of action and number of psi points it requires. It also details whether you must concentrate on its effects, how many targets it affects, what saving throws it requires, and so on. The following sections go into more detail on using a discipline. Psionic disciplines are magical and function similarly to spells.

Psionic Focus

The Psionic Focus section of a discipline describes the benefit you gain when you choose that discipline for your psionic focus.

Effect Options and Psi Points

A discipline provides different options for how to use it with your psi points. Each effect option has a name, and the psi point cost of that option appears in parentheses after its name. You must spend that number of psi points to use that option, while abiding by your psi limit. If you do not have enough psi points left, or the cost is above your psi limit, you cannot use the option. Some options show a range of psi points, rather than a specific cost. To use that option, you must spend a number of points within that point range, still abiding by your psi limit.

Some options let you spend additional psi points to increase a discipline's potency. Again, you must abide by your psi limit, and you must spend all the points when you first use the discipline; you cannot decide to spend additional points once you see the discipline in action. Each option notes specific information about its effect, including any action required to use it and its range.

Components

Disciplines do not require the components that many spells require. Using a discipline requires no spoken words, gestures, or materials.

Duration

An effect option in a discipline specifies how long its effect lasts.

Instantaneous. If no duration is specified, the effect of the option is instantaneous.

Concentration. Some options require concentration to maintain their effects. This requirement is noted with "conc." after the option's psi point cost. The "conc." notation is followed by the maximum duration of the concentration.

 
Optional Rule: Psionic Components

As a rule of thumb, psionic powers do not require any components to manifest, and therefore hard to interrupt, avoid, and notice. This becomes a powerful leverage against spells, which was one of the issues back in 3.5rd edtion.

On DM's discretion, any number of the following components can be applied to psionic powers.

Triggering Words. All psionic disciplines require verbal components (V). For example, you have to verbally speak a short string of words in order to focus on your psionic power to manifest it.

Pstandard Psionic Pstance. All psionic disciplines require somantic components (S). For example, when a humanoid creature would manifest a power, it must put a hand up to its head, with a middle and fore fingers on the temple and thumb on the cheek.

Psionic Display. All psionic disciplines have a distinctive trace around the manifester that can be easily perceived by other creatures and identified as a by-product of psionic power. The display could be a dash of citric scent, blurring outline, faint light and color, or whispering noise.

Concentrating on a discipline follows the same rules as concentrating on a spell. This rule means you cannot concentrate on a spell and a discipline at the same time, nor can you concentrate on two disciplines at the same time. See chapter 10, "Spellcasting," in the Player’s Handbook for how concentration works.

Saving Throws and Attack Rolls

If a discipline requires a saving throw, it specifies the type of save and the results of a successful or failed saving throw. The DC is determined by your psionic ability. Some disciplines require you to make an attack roll to determine whether the discipline’s effect hits its target. The attack roll uses your psionic ability.

Combining Psionic Effects

The effects of different psionic disciplines add together while the durations of the disciplines overlap. Likewise, different options from a psionic discipline combine if they are active at the same time. However, a specific option from a psionic discipline does not combine with itself if the option is used multiple times. Instead, the most potent effect — usually dependent on how many psi points were used to create the effect — applies while the durations of the effects overlap.

Psionics and spells are separate effects, and therefore their benefits and drawbacks overlap. A psionic effect that reproduces a spell is an exception to this rule.

Psionic Disciplines

Each psionic discipline is categorized in one of the subdisciplines. The following lists organize the disciplines by classes.

Psion Disciplines


  • Astral Architect
  • Astral Traveller
  • Collective Knowledge
  • Corrosive Metabolism
  • Dimensional Manipulation
  • Ectoplasm Mastery
  • Expanded Mind
  • Mental Manipulation
  • Metaphysical Warfare
  • Psychic Warfare
  • Third Eye

Battlemind Disciplines


  • Corrosive Metabolism
  • Dimensional Singularity
  • Ectoplasm Mastery
  • Expanded Mind
  • Heightened Reflexes
  • Metaphysical Warfare
  • Psychic Metamorphosis
  • Psychic Warfare
  • Survival Foresight
  • Third Eye

Wilder Disciplines


  • Astral Traveller
  • Collective Knowledge
  • Corrosive Metabolism
  • Expanded Mind
  • Mental Manipulation
  • Psychic Warfare
  • Volatile Psyche

Discipline Descriptions

The psionic disciplines are presented here in alphabetical order.

Astral Architect

Metacreativity discipline

You can shape ectoplasm into more elaborate shapes, and allow the ectoplasmic creation to perform a limited sentience.

Psionic Focus

While focused on this discipline, you can use an action to touch a construct or an inanimate object to repair one break or tear no larger than 1 foot in any dimension. You can physically repair a magic item or construct, but you cannot restore its magical properties.

Psionic Repair

1-7 psi. As an action, you touch a construct or an inanimate object to restore its hit points by 1d6 for each psi point spent.

Build Astral Construct

2 psi. You perform a 1-hour meditation to project your mental image to conjure and shape a mold of ectoplasm into an astral construct. The astral construct appears in an unoccupied space you can see within 10 feet of you. The statistics for your astral construct can be found at the end of the article.

The astral construct is friendly to you and your companions. It rolls for initiative like any other creature, but you determine its actions. If you are incapacitated or absent, it defends itself from hostile creatures but otherwise takes no actions.

You and your astral construct are psionically connected to each other. You can telepathically communicate with your astral construct if it is within 100 feet of you. If you are charmed or frightened by a creature, your astral construct is also charmed or frightened by the same creature.

When the astral construct drops to 0 hit points, it dissipates into thin air. You can also dismiss your astral construct without using an action, upon which it dissipates into thin air.

You can have only one astral construct at a time. If you conjure a new astral construct when you already have one, the previous one dissipates into thin air.

Ectoplasmic Shambler

7 psi, conc. (1 min.) As an action, you fashion an ephemeral, manylegged mass of pseudo-living ectoplasm, known as the ectoplasmic shambler. The ectoplasmic shambler appears in an unoccupied you can see within 10 feet of you.

When you manifest this discipline, you can make a melee psionic attack against a creature within 5 feet of the ectoplasmic shambler. On a hit, the target becomes grappled by the ectoplasmic shambler.

As a bonus action on your turn, you can move the ectoplasmic shambler up to 10 feet and repeat the attack against a creature within 5 feet of it.

The ectoplasmic shambler can grapple only one creature at a time. A creature that is grappled by the ectoplasmic shambler becomes blinded, restrained, cannot speak, and starts suffocating.

Astral Seed

13 psi, Expanded Knowledge. You enter a 1-hour meditation to conjure a strand of ectoplasm, crystallize it into a Tiny crystal, and imbue it with your psyche to create an astral seed.

When you die while you have an astral seed, your deceased body transforms into ectoplasm and dissipates into thin air, and your soul is transferred into your astral seed, where you prepare your new life for 2d8 days. After the duration, you are resurrected, as if your astral seed has cast the true resurrection spell on your soul. After the process, the astral seed is shattered and dissipates into thin air.


Astral Construct

Small construct, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 17 (3d6 + 6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 15 (+2) 5 (-3) 7 (-2) 3 (-4)

  • Skills Athletics +4, Perception +1
  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the language of its creator but cannot speak
  • Challenge 1/4 (50 XP)

Immutable Form. The astral construct is immune to any spell or effect that would alter its form.

Antimagic Susceptibility. The astral construct is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the astral construct must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Psionic Link. The astral construct is psionically linked to its creator. If the creator becomes charmed or frightened by a creature, the astral construct is also charmed or frightened by the same creature.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) bludgeoning damage.

Alternatively, another creature can use its action to press your astral seed that contains your soul against an incapacitated humanoid or a dead humanoid that has been dead for no more than two weeks to transfer your soul into the body. Your soul takes over the body, destroying your astral seed in the process, and you resurrect with the new body. You retain the capabilities you had in your original form, but if you resurrect in a body of different race, your race is exchanged and your racial traits are replaced accordingly.

Your astral seed has Armor Class of 10 and 6 hit points. A dispel magic cast as a 9th-level spell upon your astral seed automatically destroys it. If your astral seed is destroyed while your soul is contained within it, your soul is also destroyed with it, and nothing short of divine intervention can restore you to life.

You can have only one astral seed at a time. If you create a second astral seed when you already have one, the previous astral seed shatters and dissipates into thin air.

 

Astral Traveller

Psychoportation discipline

Your psionic energy distorts time and space around you, granting you limited control over your surroundings.

Psionic Focus

While focused on this discipline, moving through nonmagical difficult terrain does not cost extra movement for you.

Psionic Float

1-7 psi. As a bonus action, you gain flying speed equal to 5 feet plus 5 feet per each psi point spent until the end of the turn. You cannot fly more than 4 inches above the ground, unless you gain flying speed with other means.

At the end of the turn, you fall if you end your turn in the air and nothing else is holding you aloft.

Catfall

2 psi. When you fall, you can use a reaction to fall gently to the ground for 1 minute. Your rate of descent slows to 60 feet per round, and you take no falling damage upon landing and can land on your feet. This discipline ends when you land.

Astral Caravan

8 psi, Expanded Knowledge. As an action, you travel through a different plane of existence. You can specify a target destination in general terms, and you appear in or near that destination.

When you use this feature, you can also take up to four willing creatures within 10 feet of you with your travel. If you do so, for each creature you take with you, you must spend 3 psi, in additional to the psi cost for the discipline.

Ethereal Jaunt

11 psi, Expanded Knowledge. As an action, or as a reaction when you are targeted by an attack, spell, or other similar effect, you shift into the Ethereal Plane for 1 minute or until you dismiss the effect on your turn (no acion required). During this time, you can only affect and be affected by other creatures and objects on the Ethereal Plane, unless you or other creatures have a special ability or magic that allows to do so. You cannot move while you are in the Ethereal Plane.

When this discipline ends, you return to your original location, or in the nearest unoccupied space if the previous location is occupied.

Collective Knowledge

Clairsentience discipline

You tap into the collective consciousness and unconsciousness of sentient creatures within your proximity, deriving answers for your questions from their knowledge and awareness.

Psychic Focus

When you focus on this discipline, choose one skill or tool of your choice. While you are focused on this discipline, you are considered proficient in the chosen skill.

Alterhatively, when you focus on this discipline, choose one language. While you are focused on this discipline, you can speak, read, and write the chosen language.

Eureka

1-5 psi. When you make an ability check using a skill or a tool you are proficient in, or when you make an Intelligence saving throw, you can manifest this discipline to gain a bonus equal to the psi point spent to the roll.

Read Object

2 psi, conc. (1 min.) As a bonus action, you search for the information on one inanimate object that you hold. If you concentrate for this discipline's full duration while having the object on your person, you learn up to three creatures that touched, worn, or carried the object in the past 8 hours, and the current location of one of them.

Read Person

6 psi. As an action, you learn the details of one creature you can see within 60 feet of you. The DM tell if the creature is your equal, superior, or inferior in regard to you if the two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)
  • Psi limits for psionic disciplines (if any)

Corrosive Metabolism

Psychometabolism discipline

Your control over your body allows you to deliver acid or poison attacks.

Psychic Focus

While focused on this discipline, you cannot be poisoned. If you are already poisoned when you focus on this discipline, the effect is suspended while you are focused on this discipline.

Truevenom

1-7 psi. As a bonus action, you can coat a weapon, three pieces of ammunition, or your unarmed strikes until the end of the turn. The next time you hit a creature with the coated weapon or ammunition, the attacked creature takes 1d6 poison damage per psi point spent.

If the creature takes poison damage, it must make a Constitution saving throw. On a failed save, the creature becomes poisoned for 1 minute.

Corrosive Touch

1-7 psi. As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking 1d10 acid damage per psi point spent on a failed save, or half as much damage on a successful one.

Breath of the Black Dragon

6 psi. As an action, you simulate the black dragon's breath weapon, exhaling a wave of acid in a 60-foot line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw. A creature takes 9d6 acid damage on a failed save, or half as much on a successful one.

 

Breath of the Green Dragon

7 psi. As an action, you simulate the green dragon's breath weapon, exhaling poisonous gas in a 60-foot cone. Each creature in the line must make a Constitution saving throw. A creature takes 11d6 poison damage on a failed save, or half as much on a successful one.

Dimensional Manipulation

Psychoportation discipline

You gain a limited control over time and space around you, relocating other creatures and object around you with your willpower.

Psionic Focus

While focused on this discipline, creatures within 5 feet of you cannot provoke opportunity attack from you even if they take the Disengage action before leaving your reach.

Relocate Creature

2 psi. As an action, you can shift the position of one creature you can see within 30 feet of you. An unwilling creature must succeed on a Charisma saving throw to avoid this effect.

When you manifest this discipline, the target teleports into an unoccupied space you can see within 10 feet of its original location.

Dimension Swap

4 psi. As an action, you instantly swap positions between your current position and that of a creature you can see within 30 feet of you. An unwilling creature must succeed on a Charisma saving throw to avoid this effect.

When you manifest this discipline, you teleport into the target's current location, and the target teleports to your current location. The teleportation is simultaneous, and does not interrupt each other's teleportation.

If there is not enough room for either you or the target to teleport, both you and the target takes 3d6 force danage, and the discipline fails to teleport both of you.

Baleful Teleport

7 psi. As an action, you forcibly teleport one creature you can see within 30 feet of you to any other spot you designate within 300 feet of you. An unwilling creature must succeed on a Charisma saving throw to avoid this effect.

The destination can be a place you can see, one you can visualize, or one you can describe by stating distance and direction.

The target arrive at exactly the spot you designated. If the target would arrive in a place already occupied by an object or a creature, the target takes 6d6 force damage, and the discipline fails to teleport the target.

Suspend Animation

9 psi, conc. (10 minutes), Expanded Knowledge. As an action, you touch one creature to suspend the time for it, succumbing it to a delayed animation. An unwilling creature must succeed on a Dexterity saving throw to avoid the effect.

During the duration of this discipline, the target is blinded, deafened, and incapacitated, its speed drops to 0, and it is unaware of its surroundings. The target gains immunity to all damage except force damage, and cannot be affected by disease or poison. If the target is already diseased or poisoned when you manifest this discipline, the effect is suspended until during the duration of this discipline.

Dimensional Singularity

Psychoportation discipline

Your psionic energy distorts time and space around you, granting you limited control over your surroundings.

Psionic Focus

While focused on this discipline, the area within 5 feet of you is difficult terrain for your enemies.

Dimension Slide

2-6 psi. As a bonus action, you shift your dimensional position to a short location near you, teleporting up to 10 feet per psi point spent to an unoccupied space that you can see.

Divert Teleport

5 psi. When a creature you can see within 30 feet attempts to teleport, or when a creature teleports into an unoccupied space you can see within 30 feet of you, you can use a reaction to relocate that teleportation. An unwilling creature must succeed on a Charisma saving throw to resist this effect. The creature teleports into an unoccupied space of your choice that you can see within 30 feet of you.

Triggered Teleport

7 psi. When you are targeted by an attack or subjected to an effect with an area of effect, you can use a reaction to teleport into an unoccupied space you can see within 30 feet of you.

Regress Time

13 psi, Expanded Knowledge. At the start of a round, you slow down time within your proximity, granting you extra actions in a short period of time. Until the end of the round, you can take up to four turns, including your normal initiative. Each turn must be taken immediately before or after another creature's turn. You can use actions and move as normal for each turn. Additionally, during that round, you can use a reaction unlimited number of time, but you can take only one reaction on a same turn.

Ectoplasm Mastery

Metacreativity discipline

You can conjure and shape more durable matter made out of magical substances from the Astral Plane. This enables you to mold ectoplasm in its most primitive form.

Psionic Focus

While you are focused on this discipline, whenever you grant temporary hit points to other creatures, you gain temporary hit points equal to the temporary hit points you granted. You lose all temporary hit points you gained this way when you lose focus on this discipline.

 

Protective Ectoplasm

1-7 psi. As an action, you weave a transparent membrane made out of ectoplasm and envelop yourself or a creature you can see within 30 feet of you. The enveloped creature gains 1d6 temporary hit points per each psi point spent.

Concealing Amorpha

3 psi, conc. (1 min.) As an action, you weave a translucent membrane made out of ectoplasm and envelop yourself or other creature you can see within 10 feet of you. An unwilling creature must succeed on a Dexterity saving throw to avoid this effect.

Until the discipline ends, the enveloped creature is considered heavily obscured for the purpose of taking the Hide action. Additionally, other creatures other than yourself have disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks made to notice the enveloped creature.

Entangling Ectoplasm

6 psi, conc. (1 min.) As an action, you draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it to a creature you can see within 30 feet of you. The creature must make a Strength saving throw or becomes entangled by the ectoplasm.

During the duration of this discipline, the entangled creature's speed is halved, and it cannot use reactions or cast a spell that requires somatic components. On its turn, the creature can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it cannot make more than one melee or ranged attack during its turn.

The entangled creature can make another Strength saving throw at the end of its turn. On a successful save, the discipline ends.

Mass Protective Ectoplasm

8 psi, Expanded Knowledge. As an action, you weave a transparent membrane made out of ectoplasm and envelop up to six creatures you can see within 30 feet of you. The enveloped creatures gain 5d6 temporary hit points.

Ectoplasmic Cocoon

11 psi, Expanded Knowledge. As an action, you conjure thick strands of ectoplasm to wrap one creature you can see within 30 feet of you. The creature must make a Dexterity saving throw. On a failed save, the creature is completely wrapped in ectoplasm, becoming blinded and restrained, and cannot speak until the discipline ends.

The ectoplasm has 10d6 hit points. The wrapped creature can use its action to deal 1d6 bludgeoning damage to the ectoplasm. The ectoplasm takes any damage other than force or psychic damage dealt to the wrapped creature from outside the ectoplasm. At 0 hit points, the ectoplasm is destroyed, and this discipline ends.

Expanded Mind

Telepathy discipline

You open and expand your mind with your psionic energy, allowing you to speak without making sound, and deliver your mind into others.

Psionic Focus

While focused on this discipline, you can telepathically speak to any creature you can see within 30 feet of you. A creature must share at least one language with you to understand what you say telepathically.

Mind Thrust

1-7 psi. As an action, you instantly deliver a massive assault on the thought pathways of any one creature you can see within 30 feet of you. Make a psionic attack roll against the target. On a hit, the target takes 1d10 psychic damage for each psi point spent.

Read Thoughts

3 psi, conc. (1 min.) As an action, you probe deep into the mind on one creature you can see within 30 feet of you. An unwilling creature must make an Intelligence saving throw to avoid this effect. Constructs, undeads, and creatures that are immune to psychic damage automatically succeeds on the saving throw.

Until the discipline ends, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target has disadvantage on all attack rolls against you, and if you are subjected by an effect that allows you to make a saving throw by the target, you have advantage on the saving throw.

Mindwipe

9 psi, Expanded Knowledge. As an action, you attempt to erase mental activities and memories of one creature you can see within 30 feet of you. The creature must make an Intelligence saving throw. On a failed save, the creature is knocked unconscious until the end of your next turn, and its mind is wiped out for the next 24 hours.

While the target's mind is wiped out, it cannot cast or concentrate on a spell, and has disadvantage on all Intelligence, Wisdom, and Charisma checks. The target also has disadvantage on all Intelligence checks made to recall anything it has seen or heard while its mind is wiped out, even after the effect ends.

The effect ends early when the creature takes a long rest or is targeted by the greater restoration, heal, or wish spell.

Heightened Reflexes

Psychometabolism discipline

You channel your psionic power into your body, honing your reflexes and agility to an incredible degree. The world seems to slow down while you continue to move as normal.

Psionic Focus

While focused on this discipline, when you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you take no damage instead on a successful save.

Hustle

2 psi, conc. (1 min.) As a bonus action when you manifest this discipline, and then as a bonus action on each of your turn until the discipline ends, you can take the Dash action.

Lion's Charge

3 psi. As an action, you leap straight toward a creature you can see within 20 feet of you, and make one melee weapon attack against it. On a hit, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.

Psionic Evasion

4 psi. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you can automatically succeed on the saving throw.

Psionic Action Surge

7 psi. Once on your turn immediately after you take an action on your turn, you can take one additional action on that turn. You can use this action only to make one weapon attack or take the Dash, Disengage, Dodge, or Hide action.

Metaphysical Warfare

Metacreativity discipline

You empower yourself or your weapons with ectoplasm, enhancing your combat capabilities.

Psionic Focus

While focused on this discipline, you gain proficiency in three weapons of your choice.

Alternately, while focused on this discipline, you gain proficiency in light armors and one weapon of your choice.

Metaphysical Claws

2-5 psi. As a bonus action, your hands develop sharp claws made out of ectoplasm. For 1 minute, your unarmed strikes deal 1d6 slashing damage, and it counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. For each psi points you spend after 2, you gain a +1 bonus to attack rolls and damage rolls with the imbued weapon.

Metaphysical Defense

3-5 psi. As a bonus action, you channel your psionic energy to bolster your reflexes and fortitude. Until the end of your next turn, you gain a +1 bonus to your Armor Class and all saving throws for 3 psi, plus +1 bonus for each psi points you spend after 3.

Metaphysical Weapon

4-7 psi, conc. (1 min.) As a bonus action, you enhance a weapon you wield with ectoplasm. Until the discipline ends, all weapons you wield counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. For each psi points you spend after 4, you gain a +1 bonus to attack rolls and damage rolls with all weapon attacks.

Mental Manipulation

Telepathy discipline

You interrupt and influence other's mind, bending their will to your benefits.

Psionic Focus

While focused on this discipline, you have advantage on saving throws against being charmed or frightened.

Disable

1-7 psi. As an action, you broadcast a mental compulsion that convinces one creature you can see within 30 feet of you that it is incapable of operating its body.

Roll 2d8, plus 1d8 for each psi point spent; the total is how many hit points of the creature this power can affect. If the creature's current hit point is lower than the total, it falls unconscious for 1 minute or someone uses an action to pull back the creature back to its feet.

Constructs, undeads and creatures immune to psychic damage or being charmed are not affected by this discipline.

Empathic Transfer

3 psi. When a creature you can see within 10 feet of you hits you with an attack, you can use a reaction to transfer your pain to the attacker. The attacker must make a Wisdom saving throw. On a failed save, the attacker takes psychic damage equal to 3d6 plus the damage you took from the attack, or half as much damage on a successful save.

Constructs, undeads and creatures immune to psychic damage or being charmed are not affected by this discipline.

Brain Lock

5 psi, conc. (1 min.) As an action, you attempt to lock away higher minds of one creature you can see within 30 feet of you. The creature must make succeed on a Wisdom saving throw or becomes stunned until the end of the duration.

The stunned creature makes another Wisdom saving throw at the end of its turn, ending the discipline's effect on a successful save.

Constructs, undeads and creatures immune to psychic damage or being charmed are not affected by this discipline.

Crisis of Life

13 psi, Expanded Knowledge. As an action, you imbue the concept of death and cessation of life into one creature you can see within 30 feet of you. The creature must succeed on an Intelligence saving throw or is reduced to 0 hit points and start dying. Creature with less than 100 hit points left automatically fails on the saving throw. Constructs, undeads, and creatures with Intelligence score of 4 or lower are unaffected by this discipline.

Psychic Metamorphosis

Psychometabolism discipline

You manipulate the matter that composes your body, causing drastic changes the size and shape of your body.

 

Psionic Focus

When you focus on this discipline, you can make yourself look different. The disguise lasts until you lose focus on this discipline.

You can seem 1 foot shorter or taller, can appear thin, fat, or in between, but you cannot change your body type. You cannot change your clothing, armor, weapons, and other belongings.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your discipline save DC.

Sudden Shift

2 psi. When you are targeted with an melee attack from an attacker that you can see, you can use a reaction to shift down to miniature size. If the attacker rolls 11 or higher, the die roll becomes 10. If the attack misses, you can move up to 5 feet away from the attacker, without provoking oppourtunity attack, before reverting to normal size.

Miniature Form

3 psi, conc. (1 min.) As a bonus action, you can shrink your body into smaller size. Your size becomes one size smaller, and you gain the following benefits:

  • Your walking speed increases by 10 feet
  • You gain a +5 bonus to Dexterity (Stealth) checks.

Gigantic Form

5 psi, conc. (1 min.) As a bonus action, you can grow your body into larger size. Your size becomes one size larger, and you gain the following benefits:

  • You have advantage on Strength saving throws.
  • Your reach increases by 5 feet.
  • Your unarmed strikes and melee weapon attacks deal an extra 1d4 damage on a hit.

Microscopic Form

7 psi, conc. (1 min.) As a bonus action, you shrink into a size smaller than Tiny. While in this size, you cannot make a weapon attack, but you gain the following benefits:

  • You gain a +10 to Dexterity (Stealth) checks
  • You gain a +5 bonus to Armor Class
  • You can move through gaps up to 1 inch across without squeezing.

Colossal Form

8 psi, conc. (1 min.), Expanded Knowledge. As a bonus action, you grow into a colossal size. While in this size, you gain the following benefits:

  • If you are smaller than Huge, you become Huge.
  • Your reach increases by 10 feet.
  • Your unarmed strikes and melee weapon attacks deal an extra 2d6 damage on a hit.

Psychic Warfare

Psychokinesis discipline

You hone your mental energy into precise and deadly weapon, shearing and tearing others' mind and subsequently their body.

Psionic Focus

While focused on this discipline, you add your discipline modifier to the psychic damage you deal with any psionic talent.

Psionic Blast

1-7 psi. As an action, you blast mind of one creature you can see within 60 feet of you. The creature must make an Intelligence saving throw. A creature takes 1d8 psychic damage for each psi point spent on a failed save, or half as much damage on a successful one. Constructs and undeads are unaffected by this discipline.

Ego Whip

3 psi. As an action, you lash out your psyche to a creature you can see within 30 feet of you. The creature must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it can use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful save, the creature takes half as much damage, and suffer no other effects.

Telekinetic Thrust

5 psi. As an action, you thrust one Medium or smaller creature or an object you can see within 30 feet of you. An unwilling creature must succeed on a Strength saving throw to resist this effect.

You telepathically pick up the target and thrust it up to 90 feet in any direction. The first time the target hits other creature or object, both the target and the collided object takes 4d8 bludgeoning damage.

If the target arrives at the destination without hitting other creature or object, you can make it knocked prone on arrival.

Psionic Wave

7 psi. As an action, you magically emit psychic energy in a 30-foot cone. Each creature in the area must make an Intelligence saving throw. On a failed save, a creature takes 7d6 psychic damage for each psi point spent and be stunned until the start of your next turn. On a successful save, the creature takes half as much damage and is not stunned. Constructs and undead are unaffected by this discipline.

Survival Foresight

Clairesentience discipline

Your precognitive mind allows you to see a glimpse of the imminent future, allowing you to avoid what seems to be inevitable.

Psionic Focus

When you focus on this discipline, you gain temporary hit points equal to 2d6 plus your discipline modifier (minimum of 1). You lose all temporary hit points gained this way when you lose focus on this discipline.

 

Evade Danger

1 psi. When you roll a 1 on the d20 for a saving throw, you can re-roll the die. If you do so, you must use the new result.

Evade Harm

5 psi. When you are subjected to an effect that allows you to make a saving throw to take half damage, you instead take only half damage on a failed save, and no damage on a successful save.

Evade Death

7 psi. When you drop to 0 hit points, you drop to 1 hit point instead.

Third Eye

Clairsentience discipline

You "see" things around you with your mind, channeling thoughts and knowledge from your without and enhancing your senses.

Psionic Focus

While focused on this discipline, you gain a +5 bonus to the passive Wisdom (Perception) score.

Aura Sight

1 psi, conc. (1 rnd.) As a bonus action, you heighten your senses to locate a specific anomalies within 60 feet of you.

When you manifest this discipline, choose one type of creature. Until the end of your next turn, you know the location of any creature of the chosen type that is not behind total cover, but you cannot learn its identity unless you have means to do so.

Alternatively, until the end of your next turn, you see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

Elfsight

2 psi. As a bonus action, you emulate the sight of the elf. For 1 hour, you gain darkvision out to a range of 60 feet, and you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to spot hidden objects and creatures.

All-Around Sight

5 psi, conc. (1 hr.) As a bonus action, you increase the radius of your sight, which enables you to see everything in your surroundings. During the duration of this discipline, you cannot be surprised, and when a creature that you can see targets you with an attack, you can use a reaction to impose disadvantage to the attack roll.

All-Seeing Eye

9 psi, conc. (1 hr.), Expanded Knowledge. As a bonus action, you greatly heighten your sight. During the duration of this discipline, you gain truesight out to a range of 60 feet.

Volatile Psyche

Telepathy discipline

Your psionic energy intensifies your psyche, enabling powerful mental attacks.

Psionic Focus

While focused on this discipline, you have advantage on saving throws against being charmed or frightened.

Concussive Blast

1-7 psi. As an action, you let out a blast of unstable psyche to a creature you can see within 90 feet. Make a ranged discipline attack roll against the target. On a hit the creature takes 1d10 psychic damage per psi point spent, and it must succeed on a Wisdom saving throw or becomes stunned until the end of its next turn. Constructs and undeads are unaffected by this discipline.

Inflict Pain

3 psi. As an action, you telepathically stab the mind of one creature you can see within 10 feet of you, causing horrible pain. The creature must succeed on an Intelligence saving throw or has disadvantage on all ability checks it makes until the end of its next turn.

Insulate Id

4 psi, conc. (1 min.) As an action, you disrupt the unconscious mind of one creature you can see within 60 feet of you. The creature must succeed on an Intelligence saving throw or becomes disrupted by this discipline until the discipline ends.

At the start of each of its turn, the discipline creature must roll a d6. On a 1 to 3, the creature does nothing but babble incoherently. On a 4 to 5, the creature can take only an action or a bonus action on that turn, not both, and its speed is halved until the end of the turn. On a 6, the creature can act normally on that turn, and this discipline ends.

Ultrablast

7 psi. As an action, you let out a horrid psionic "shriek" that shatters both matter and mind within 30-foot sphere centered on you. Each creature within the sphere other than you must make a Wisdom saving throw. A creature takes 5d6 psychic damage and 5d6 thunder damage, or half as much damage on a successful one.

Psionic Talents

Psionic talents are minor abilities that require psionic aptitude but do not drain a mystic’s reservoir of psionic power. Talents are similar to disciplines and use the same rules, but with three important exceptions:

  • You can never use your psychic focus on a talent.
  • Talents do not require you to spend psi points to use them.
  • Talents are not categorized into specific subdisciplines.

The talents are presented below in alphabetical order.

Agitate Matter

As an action, you magically ignite a flammable object you touch with your hand, such as a torch, a piece of tinder, or the hem of drapes.

Alternatively, you touch a creature to cause its body temperature explosively high for a brief moment. If the creature does not have resistance or immunity to fire damage, it must succeed on a Constitution saving throw or takes 1d10 fire damage.

This talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Crystal Shard

As an action, you hurl a razor-sharp crystal shard to a creature you can see within 60 feet of you. Make a ranged discipline attack against the target. On a hit, the creature takes 1d8 slashing damage.

This talent's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Distract

As an action, you touch a creature to causing its mind to wander. The creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all Wisdom (Insight) and Wisdom (Perception) checks until the end of its next turn.

Energy Ray

As an action, you fire a ray of energy from your finger to a creature you can see within 90 feet of you. You choose cold, fire, lightning, or thunder for the type of energy you create, and then make a ranged discipline attack against the target. On a hit, the creature takes 1d6 damage of the type you chose.

This talent's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Missive

As a bonus action, you send a short message no longer than ten words to a creature you can see within 30 feet of you. The target does not need to share a language with you, but must be able to understand at least one language to understand your telepathic message sent with this talent.

My Light

As a bonus action, you can cause your eyes to beam bright light into a 20-foot cone centered on you, and dim light out to 20 feet beyond that. You can see normally while your eyes emit light. The light lasts for 1 minute or until you dismiss it as a bonus action on your turn.

Psionic Attraction

As an action, you beguile one humanoid you can see within 90 feet of you. The target must succeed on a Charisma saving throw or be charmed by you or one creature you can see within 30 feet of you until the end of your next turn.

Psionic Hammer

As an action, you touch a creature and channel your psionic energy, which hits the creature with the force of a sledgehammer. The creature must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is knocked prone or pushed 10 feet away from you (your choice).

This talent's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

Psionic Hand

You can use your action to manipulate or move one object within 30 feet of you. The object cannot weigh more than 10 pounds, and you cannot affect an object being worn or carried by another creature.

If the object is loose, you can move it up to 30 feet in any direction. This talent allows you to open an unlocked door, pour out a beer stein, and so on.

The object falls to the ground at the end of your turn if you leave it suspended in midair.

Synesthete

As an action, you link your sensory input together, which enables you to feel light or sound without relying on sight or hearing. For 1 minute or until your concentration is broken (as if concentrating on a spell), you do not suffer the penalty of being blinded or deafened (your choice).