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# Psion v1.0.8 A large orc is flung accross the room, smashing through tables and chairs before hitting the wall the wall a thunderous crash, collapsing dazed. A human, her eyes still glowing with unearthly power, tosses a few extra coins on the bar. "Sorry for the mess. If he wakes up, tell him to try picking on someone his own size next time". The prisoner's expression turns from defiant to puzzled as the interrogator asks no questions, merely stares at them silently. His puzzled expression turns worried as find he finds himself, unbidden, recalling where he stashed the loot. "Under the stables behind the Rusty Hook Inn" the interrogator finally speaks, as the thief's expression becomes terrified. "Ain't you... cold or somethin'?" the dwarf asks the elf as they trudge through the snow, eying her simple robe and bare feet. "I just think warm" the elf replies with a distracted air. The dwarf snorts, a puff of chilled air. Typical elf nonsense. Except... they haven't frozen to death yet. "Say... could you think some warm this way?" the dwarf asks hopefully. To the dwarfs surprise, the chill of the snow fades away completely "that's downright creepy... hey don't stop now! Was jus' sayin' it was creepy." Psions are those who have tapped into a special otherworldy force, with the ability to actualize the power of their mind to accomplish impossible feats. Reading minds, lifting vast weights, and transcending physical limitations, they tend to inspire awe and terror in equal weight. ### Powerful Minds A psion's weapon is their mind, and any warrior can tell you that your weapon must be maintained. For a psion, the line between thinking and doing can be very thin, forcing them to keep their thoughts and emotions in check, least their powers run amok. This leads to many of them developing odd behaviors or mannerisms to help them control their state of mind, frequently seeming quite eccentric to an outside observer. Consider how *your* psion keeps their powers in check, and how much their power bleeds into their every day life. How reading minds may effect their body language or habits. Do they add wood to the campfire from the comfort of their bedroll, or do they restrain themselves from using their power for trivial matters least they slip up? ### Misunderstood Power In a world of widespread magic, many will assume a Psion to be a type of Sorcerer or Wizard, mistaking their powers for the common applications of magic. The commoner villager needs only one mental category for the supernatural and creepy people that bend reality their will. But even among magic users, a Psion's powers will frequently be found unnerving. It is often those that *do* understand magic that will find a Psions powers the most unnatural. A power that intersects with the magical weave rather than obeys it, strange and unnatural. What this power welling from within the Psion is that they tap into most can only wonder with unease.
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##### Psion | Level | Proficiency
Bonus | Psi Points | Features | Psionic Talents | |:-----:|:-----------------------:|:----------:|:--|:-- | | 1st | +2 | 1 | Psionic Archetype, Psionics | -- | | 2nd | +2 | 2 | Psionic Talents | 1 | | 3rd | +2 | 3 | Secondary Discipline, Psionic Archetype Feature | 1 | | 4th | +2 | 4 | Attribute Score Improvement | 1 | | 5th | +3 | 5 | Psionic Mastery | 2 | | 6th | +3 | 6 | Psionic Archetype feature | 2 | | 7th | +3 | 7 | ─ | 2 | | 8th | +3 | 8 | Attribute Score Improvement | 3 | | 9th | +4 | 9 | ─ | 3 | | 10th | +4 | 10 | Psionic Archetype feature | 3 | | 11th | +4 | 11 | Innate Psionic Ability (6th level) | 4 | | 12th | +4 | 12 | Attribute Score Improvement | 4 | | 13th | +5 | 13 | Innate Psionic Ability (7th level) | 4 | | 14th | +5 | 14 | Psionic Archetype feature | 5 | | 15th | +5 | 15 | Innate Psionic Ability (8th level) | 5 | | 16th | +5 | 16 | Attribute Score Improvement | 5 | | 17th | +6 | 17 | Innate Psionic Ability (9th level) | 6 | | 18th | +6 | 18 | Third Discipline | 6 | | 19th | +6 | 19 | Attribute Score Improvement | 6 | | 20th | +6 | 20 | Ascension | 7 |
### Creating a Psion When creating a Psion, consider your character's background. How did you become a Psion? Were you born with latent powers? Or did something happen to you granting your powers? Or did you intentionally train yourself through rigorous mental exercise to leverage them? Consider how developing a rare and mysterious power would have effected your interactions with people. Consider what your purpose is with your new found powers, or how you plan to use your powers. Do you intend to be taken for a Wizard casting magic, or are you freely open about being of a... different nature? ### Quick Build You can make a Psion quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the Acolyte, Far Traveler or Hermit background. \columnbreak ## 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:** Light armor. - **Weapons:** Simple weapons. ___ - **Saving Throws:** Wisdom, Intelligence - **Skills:** Choose two from Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, or 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)* leather armor - *(a)* a scholar's pack or *(b)* an explorer's pack \pagebreakNum ### Psionic Archetype At 1st level, you pick the archetype of Psion you embody, choosing from Awakened, Unleashed, or Transcended, each of which are are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 6th, 10th, and 14th level. ### Psionics #### Psionic Abilities You are granted access to different psionic abilities (such as Telepathy or Telekinesis) by your chosen archetype. A psionic discipline comes with a passive skill that expands your characters capabilities and an active psionic power that can be modified and empowered with Psi Points. Additionally you can use your discipline in more detailed applications to recreate the effect of certain spells, listed at the end of the discipline description. Psionic powers are suppressed by *anti-magic field* and can be dispelled with *dispel magic*, but are only effected by *counterspell* if recreating the effect of a spell. Any check required to *dispel magic*, *counterspell* or identify a spell being cast with Psionics is made at disadvantage unless the caster also has the Psionics feature. The spell *detect magic* will detect the usage of psionics, but not their nature - it will show up as a mysterious untyped power, even if being used to generate the effect of a spell. When recreating a spell through a Psionic effect (using a Psionic discipline to cast the spell) the spell has no Material or Verbal components, but always requires Somatic components and causes the Psion to vibrantly glow with the otherworldly psionic energies they are controlling. #### Psi Points Starting at 1st level, you gain gain access to Psi Points used to fuel psionic discipline powers and effects. You have a number of Psi Points equal to your Psion level, and regain all spent points after completing a short or long rest. You can spend a number of Psi Points equal to half your Psion level (rounded up) at a time (for example, at level 5, you can spend 3 psi points on psionic power or cast a spell with cost of 3 psi points). #### Psionic Discipline
**Psionic Power save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Psionic Power attack modifier** =
your proficiency bonus +
your Intelligence modifier
### Psionic Talents Starting at 2nd level, you gain access to a Psionic Talent allowing you to further specialize. Pick a talent from the list of Psionic talents presented at the end of the class description. You can pick a new Psionic talent at 5th, 8th, 11th, 14th, 17th, and 20th level. When you level up, you can replace a Psionic talent you have previously selected with a different option. \columnbreak ### Second Discipline When you reach 3rd level, you can select a second Psionic Discipline from the list of Psionic Disciplines. You cannot select a Discipline you already know. You gain all features of a Psionic Discipline when selecting it. ### 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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Psionic Mastery When you reach 5th level, you gain mastery of your psionic powers. At the start of your turn you get 1 free Psi Point. This can be spent to empower psionic abilities, but not to recreate spells. If you have any unspent free Psi Points left at the end of your turn, then they are lost. At 11th level, this is increased to 2 free Psi points, and at 17th level, this is increased to 3. Points can be split between different abilities. ### Innate Psionics At 11th level, you gain the discipline to exert great feats of psionic power. Choose one 6th-level spell from the Psion spell list as an innate ability. You can use this innate ability once. You must finish a long rest before you can do so again. At higher level, you gain more innate abilities of your choice that can be used in this way: one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Innate Psionics when you finish a long rest. Innate Psionics are well beyond the normal scope of your powers and are not restricted by what disciplines you have. Unlike psionic disciplines, they require any component the spell requires. ### Third Discipline When you reach 18th level, you can select a third Psionic Discipline from the list of Psionic Disciplines. You cannot select a Discipline you already know. You gain all features of a Psionic Discipline when selecting it. ### Ascension Starting at 20th level, if you die you can choose to become a incorporeal entity on the ethereal plane at the spot you died in the material plane at the start of your next turn. This entity has the physical ability scores (Strength, Dexterity, Constitution) and abilities of a Ghost, but has your mental ability scores (Intelligence, Wisdom, Charimsa) and your Psion class abilities as well. When you take this form, if you have less than 10 psi points, have 10 psi points. While in this form you cannot rest to regain spent abilities. If you exhaust all Psi Points or the ghost is destroyed, you die as a normal creature would. \pagebreakNum ## Psionic Archetypes ### Awakened An Awakened is a Psion whose had their psion power awakened within them by an encounter, event, or circumstance. Perhaps their powers were latent or perhaps their destiny had been that of a normal creature until powers were suddenly thrust on them. The nature of their circumstances varies widely - perhaps they brushed the Far Realm in a vivid dream, perhaps they wandered the Feywild and came back warped, perhaps they merely glimpsed the eyes of creature that did not belong walking down the street. An awakening is often somewhat traumatic. Psions are not well understood and the first power they manifest - telepathy - is one of the most feared and shunned abilities, often viewed for it's rather creepy potential. An Awakened can be either empathetic or cruel, good or evil. Knowing what is on the minds of others effects people in different ways, driving some away from society as they see it's true face, while others feel drawn to help the problems only they can see. #### Opened Mind At 1st level when you select this Archetype, you mind awakens the ability to directly connected to the minds of other creatures with the psionic discipline of Telepathy. #### Mental Awareness Additionally starting at 1st level, you can use Intelligence instead of Wisdom when making an Insight check against a creature with an Intelligence ability score of 6 or higher. Further, once you have telepathically communicated with an allied creature, you know their location for next hour. #### Exposed Weakness Starting at 3rd level, if a creature has failed a saving throw against your Telepathic Intrusion since the start of your last turn, you can take a bonus action to give it disadvantage on its next saving throw against a psionic power besides Telepathic Intrusion or give yourself advantage on your next attack roll against that target. #### Empowered Psionics Starting at 6th level, when you deal damage with a psionic discipline you can add your Intelligence modifier to one damage roll of that power. #### All Seeing Eye Starting at 10th level, You can see a creature by it's mind. You gain blindsight with a range of 30 feet, but it only sees creatures with an intelligence of 6 or higher. Additionally, you no longer need to be able see a creature to use a psionic power on them, so long as you know where they are, and they are within range of your blindsight. #### Full Awakening Starting at 14th level, you can briefly fully awaken your expanded mind to true comprehension. As a bonus action, you can expend 3 Psi Points to gain the effect of *foresight* until the start of your next turn. \columnbreak
### Unleashed An Unleashed Psion's power is most often an innate force they struggle to understand or control, a reflection of their state of mind and mood projected onto the world around them, often to devastating results. The life of an Unleashed Psion is frequently their journey to control their unruly powers... or one of embracing the destructive powers they grant fully. What the wellspring of their innate power is various - they could be psionic race, born under the influence of distant twisted powers, warped by fey blood, or a herald of something more sinister brushing against the material world. Sometimes their power will show itself in simply applications, but most often their power becomes known and feared when their temper flares. Their alignment frequently depends on the approach to their powers they have taken, an Unleashed Psion who emphasizes control and restraint, keeping their emotions from running wild and their powers from running rampant will most often be lawful, following strict personal codes. On the other hand, an Unleashed Psion who lets their power run rampant will almost always be chaotic in nature, acting on impulse... with great emphasis.
\pagebreakNum #### Unshackled Power At 1st level when you select this Archetype, you gain the ability to unleash your mind to physically interact with the world around you, granting you the psionic discipline Telekinesis. #### Mental Emphasis Additionally at 1st level, you gain the ability to cast *thaumaturgy* with your psionic powers. When you cast in this way, you have an additional option: * You cause up to 10 pounds of loose objects within 10 feet of you to start floating for 1 minute. #### Rampaging Power Starting at 3rd level, you gain a d4 rampage die. If you deal damage during your turn, you can add this rampage die to the damage dealt once per turn during your turn. If you dealt damage during your last turn, your rampage die becomes a d6, increasing with each subsequent turn you deal damage by one step, up to a d12; if you did not deal damage during your last turn, it becomes a d4 once more. #### Empowered Psionics Starting at 6th level, when you deal damage with a psionic discipline you can add your Intelligence modifier to one damage roll of that power. #### Uncontrollable Mind Starting at 10th level, the strength of your rampaging mind is such that others attempts to control it futile. You gain immunity to charm, fear, and effects that would control your mind while your rampage die is a d6 or more. #### Vengeful Wrath Starting at 14th level, when you are hit by a creature by a melee attack, you can expend 2 Psi Points to cast Telekinetic Force as a reaction targeting the creature that attacked you. The only Modifier you can add when you cast it in this way is Hurling.
\columnbreak ### Transcended A Transcended Psion is most often one that has found their path to psionic powers through a mental epiphany, realizing the place of their mind within the multiverse and how it ties to everything else, seeing the keys and levers to the world laid out before them in their minds eye. Most often achieved either intentionally or accidental through meditation and ritual, this can sometimes even be a passed on technique to reliably transcended the strictly material concerns, and explore the more cognitive realm and powers within. Transcended Psions tend to have the best grasp on their powers in control and principle, having come to understanding of the greater cosmos, but lack the reckless abandon some other Psions may have. Unfortunately less transcendent minds frequently cannot understand the greater truths they have learned and may view a Transcended Psion as a bit... peculiar. #### Enlightened At 1st level when you select this Archetype, you gain the ability to empower your body with the power of your mind, granting you the psionic discipline of Enhancement. #### State of Mind Additionally at 1st level, you can ignore the effects of extreme heat or cold, hold your breath twice as long as normal, and can go twice as long without eating or sleeping before suffering exhaustion. #### Balance of Power Additionally at 3rd level, Every time you grant a creature temporary hit points, you can add the hitpoints granted to a stored pool. The maximum value of the pool is your psion level. The next time you deal psychic damage, you can expend the pool to add damage equal to the stored value. This stored damage is lost if not spent within 1 minute. \pagebreakNum
#### Perfected Enhancement Starting at 6th level, when you grant temporary hit points with a psionic power you can add your Intelligence modifier to the temporary hit points gained by one creature. #### Mental Control Starting at 10th level, when you have to make a Constitution saving throw to avoid losing concentration on an effect from a psionic discipline, you can add your Intelligence to the saving throw. #### Mind Over Matter Starting at 14th level, when you roll a Strength, Dexterity, or Constitution saving throw, you can expend 2 Psi Points to roll an Intelligence saving throw instead. Additionally, when you roll a Death Saving throw, you can expend 4 Psi Points to roll a 20. \columnbreak ### Enhancement Discipline Enhancement is the ability to interact with a creatures nature and abilities with your Psionic power. #### Enhancing Skill You can focus your psionics to enhance your abilities. Whenever you make a skill check using Strength or Dexterity, you can add 1d4 for the result. #### Enhancing Surge *Psionic Power* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** S - **Duration:** 1 Round ___ You empower the target's body with your Psionics. The target gains 1d4 temporary health and the next time the target deals damage, it deals 1d4 additional damage to one application of that damage roll. Any remaining effects of this spell end at the start of your next turn. You can spend Psi Points up to your per use limit to add the following modifiers to Enhancing Surge (you can add multiple modifiers). The points must be spent when choosing the target of the power.
**Savage** *(1+ psi point)*: the target's next weapon attack deals an +1d6 additional damage for each point spent.
**Fortifying** *(1+ psi point)*: the target gains an additional +1d6 temporary hit points for each point spent.
**Swift** *(2 psi points)*: the target gains +30 feet of movement speed
**Resilient** *(3 psi points)*: the target gains resistance to all damage until the start of your next turn.
Additionally, when you learn the Enhancement psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature: | Point Cost | Alternate Effects | |:-------------:|:----------------:| | 1 | *absorb elements, heroism, longstrider, unlocked potential^psion^* | | 2 | *alter self, barkskin, darkvision, enhance ability, enlarge/reduce, lesser restoration* | | 3 | *catnap, haste, life transference, water breathing* | | 4 | *freedom of movement, stone skin* | | 5 | *greater restoration, skill empowerment* | If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level. \pagebreakNum ### Projection Discipline Projection is the ability to project what is in your mind to the outside world with your Psionic power. #### Project Item When you gain this feature, you can use your powers to project an inanimate object you imagine into your hands. It can be larger than 3 feet on any side or weigh more than 10 pounds, and is clearly ethereal in nature. This item behaves as a solid object. Projected items fade after 1 minute, and you can have no more than 3 projected items at a time. #### Ethereal Construct *Psionic Power* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** S - **Duration:** Concentration, Up to 1 minute ___ You project an ethereal creation from your mind taking the shape of a creature, weapon, or other object. This object is clearly ethereal in nature. When you create it, and on subsequent turns using your action to mentally control, you can move it up to 30 feet and attack. To attack with it, make a melee spell attack, On a hit, the target takes 1d8 force damage. While the Ethereal Construct is active, you can spend Psi Points up to your per use limit to issue commands that effect and empower your construct. Commands require no action, but you cannot exceed your psi point limit in total commands issued.
**Strike** *(2 psi point)*: The construct immediately attacks again.
**Relocate** *(1 psi point)*: The construct reappears anywhere within 60 feet of you
**Solidify** *(1 psi point)*: You construct becomes solid, blocking it's space until the start of your next turn. You can only use this command if it is not in another creatures space. If something does damage to it equal to your Psion level, it becomes ethereal again.
**Grab** *(1 psi point)*: Can only be used while your construct is Solidified. A target creature within 5 feet of your construct must make a Strength saving throw or be *restrained* by your construct until the construct becomes ethereal again.
**Quick Command** *(2 psi points)*: You can command the construct with a bonus action
**Grow** *(2 psi points)*: Your construct grows one size, and the damage of it's attack becomes 2d8 force damage on hit. It returns to its normal size at the end of your turn unless you use Sustain.
**Replicate** *(3 psi points)*: You use Relocate, but the original does not disappear. Until the end of your turn, you have two constructs and command both with the same action. Pick one construct to fade at the end of your turn or use Sustain.
**Sustain** *(1 psi point)*: You can sustain the effect of a Solidify, Grow or Replicate an additional round. \columnbreak ### Telekinesis Discipline Telekinesis is the ability interact with physical objects and energy with your psionic powers. #### Telekinetic Hands When you gain this feature, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You cannot Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn. You can spend a 1 psi point to increase how much you can left by 100 pounds for 1 turn. #### Telekinetic Force *Psionic Power* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ You smash a target creature or object with your mental power. The target must succeed on a Constitution saving throw, or take 1d10 bludgeoning damage, and is knocked in 5 feet of a direction of your choosing or knocked prone.
You can spend Psi Points up to your per use limit to add the following modifiers to Telekinetic Force (you can add multiple modifiers). The points must be spent when choosing the target of the power.
**Hammering** *(1+ psi points)*: the target takes +1d10 bludgeoning damage for each point spent.
**Hurling** *(1-3 psi points)*: the target is knocked +10 feet in a direction of your chosing for each point spent.
**Crushing** *(2 psi points)*: the target is restrained until the end of it's next turn.
**Sweeping** *(3 psi points)*: you can target all creatures in a 10 foot radius of a point within range.
Additionally, when you learn the Telekinesis psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature: | Points Cost | Alternate Effects | |:------------:|:----------------:| | 1 | *jump, catapult, shield, thunderwave* | | 2 | *levitate, dust devil, earthbind, shatter* | | 3 | *fly, erupting earth, water walk* | | 4 | *Otiluke's resilient sphere* | | 5 | *telekinesis, animate objects, wall of force* | If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level. \pagebreakNum ### Telepathy Discipline Telepathy is the ability to interact with the minds of other creatures using your psionic abilities. #### Telepathic Communication When you gain this feature, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. #### Telepathic Intrusion *Psionic Power* ___ - **Casting Time:** 1 Action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ You assault a creatures mind directly. The target must succeed on a Wisdom saving throw, or take 1d8 psychic damage. If the target fails the saving throw, it has disadvantage against attacks made against you until the start of your next turn.
You can spend Psi Points up to your per use limit to add the following modifiers to Telepathic Intrusion (you can add multiple modifiers). The points must be spent when choosing the target of the power.
**Rending** *(1+ psi points)*: the target takes +1d8 psychic damage for each additional point spent.
**Terrifying** *(1 psi point)*: the target is *frightened* of you until the end of it's next turn if it fails it's saving throw.
**Overwhelming** *(2 psi points)*: the target is blinded until the end of it's next turn if it fails it's saving throw.
**Double** *(3 psi points)*: you can target a second creature.
Additionally, when you learn the Telepathy psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature: | Point Cost | Alternate Effects | |:-------------:|:----------------:| | 1 | *compelled query^psion^, command, cause fear* | | 2 | *detect thoughts, mind spike, suggestion* | | 3 | *delve mind^psionic^, fear, enemies abound* | | 4 | *dominate beast, compulsion, confusion, phantasmal killer* | | 5 | *dominate person, dream, mislead, modify memory, telepathic bond, synaptic static* | If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level. \columnbreak ### Transposition Discipline Transposition is ability to modify the properties of space and manipulate dimensional boundaries with your psionic powers. #### Phase Shift When you gain this feature, you can pass through through difficult terrain without expending additional movement, including the spaces of friendly creatures. #### Phase Rift *Psionic Power* ___ - **Casting Time:** 1 Action - **Range:** 10 feet - **Components:** S - **Duration:** 1 Round ___ You step through space traveling up to 10 feet in a straight line leaving a spatial tear behind. You can pass through creatures but cannot pass through solid objects more than a foot thick. Any creature in the path of this tear must make Dexterity saving throw or take 1d8 force damage. You can spend Psi Points up to your per use limit to add the following modifiers to Phase Rift (you can add multiple modifiers). The points must be spent when choosing the target of the power.
**Disruptive** *(1+ psi point)*: each target that fails their saving throw takes an additional 1d8 force damage.
**Long** *(1-3 psi points)*: you can travel an additional 5 feet for each point spent.
**Ethereal** *(2 psi points)*: you can pass through solid objects so long as you don't end your Phase Rift inside of one.
**Exploding** *(3 psi points)*: you send out a volatile rift of energy where you arrive. Any creature within 20 feet of where you arrive must also save against the ability.
Additionally, when you learn the Transposition psionic discipline you can use your Psionics feature to cast the following spells as per the rules defined in the feature: | Point Cost | Alternate Effects | |:-------------:|:----------------:| | 1 | *flicker^psion^, zephyr strike* | | 2 | *misty step, blur, pass without a trace* | | 3 | *blink, nondetection, thunder step* | | 4 | *banish, dimension door, Mordenkainen's private sanctum* | | 5 | *far step* | If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level. \pagebreakNum ### Psionic Talents #### Aura Sight You gain the ability to psionically see a creatures aura. By spending 1 psi point you can determine if a creature is under the influence of magic and what school it is, or if a creature is under the influence of psionics. A shape shifter or disguised creature makes a Charisma (Decepction) check against your Psionics save, on failure you can see their true nature in their aura. #### Awaken Mind *Prerequisite: 9th level Psion* You gain the ability to cast *awaken* without expending a spell slot. Once you cast this spell in this way, you cannot cast it again until you complete a long or short rest. #### Body Control *Prerequisite: Requires Enhancement* You gain the ability to use your *alter self* ability at-will without expending psi points. Additionally, you can cast *enlarge/reduce* on yourself for half the psi point cost it would normally cost. #### Controlled Power You gain the ability to suppress the glow and somatic component of a Psionic Power. You can expend 2 psi points to use a power without a visual sign or somatic component. Each time you do this, the cost of doing so doubles until you complete a short or long rest. #### Hallucination *Prerequisite: Requires Telepathy* If a target fails a saving throw against Telepathic Intrusion, you can use your bonus action to implant an false sensory input in their mind that lasts until the start of the next turn, with the effect of having cast *minor illusion* and creating an illusion of your choice that effects only that creature. #### Empathy You can psionically link yourself to other creatures. As a reaction to a creature taking psychic, necrotic, or radiant damage you can grant them resistance to the damage taken, but take damage equal to the damage they take. If the damage would inflict any further negative status effect, on the target, you can choose for that effect to effect you instead. #### Kinetic Slam *Prerequisite: Requires Telekinesis* When you take the Telekinetic Force action, you can unleash it as a blast of psionic power. You make an attack roll using your psionic power attack modifier, and if it hits, the target automatically fails their saving throw against the power. You can only select the Hammering modifier when you use it in this way. #### Matter Made Real *Prerequisite: Requires Projection* You gain turn your mental projections into real objects. You gain the ability to cast *fabricate* and *wall of stone* expending psi points equal to the spell level. \columnbreak #### Mental Image *Prerequisite: Telepathy* You gain the ability to use your Telepathy to project images into the minds of creatures with perfect clarity, interposing it over their reality. The spells *silent image*, *major image*, *hallucinatory terrain* and *seeming* are added to your Telepathic mastery alternate effects list. #### Mental Might *Prerequisite: Telekinesis, Prerequisite: 10th-level Psion** You learn to focus your mental grip. You can make an Intelligence (Athletics) check when you make an Athletics check. Additionally, when you initiate a grapple in this method, you can attempt to grapple a creature within 30 feet. Maintaining a grapple like this requires Concentration, as if concentrating on a spell, and the grapple ends if concentration is lost. #### Mind Devourer You gain the ability to cast *psychic drain* for 2 psi points. Additionally, whenever a creature within 10 feet of you that had an Intelligence score of 6 or higher dies, you can expend your reaction draw in its psionic power, regaining 1d4 hit points and 1 expended psi point. #### Perfect Focus *Prerequisite: 10th-level Psion* You can enter a near meditative trance of focus. Your concentration is no longer interrupted by using a second ability that requires concentration, but your movement speed is reduced to zero while concentrating on more than one effect and you make any concentration check with disadvantage. If you move or fail a concentration check, one of your concentration effects ends. If both dice of the concentration check would fail, you lose both concentration effects. #### Phase Slash *Prerequisite: Requires Transposition* When you use your Phase Rift power, you can make one melee weapon attack as a bonus action against a target you pass through with your Phase Rift. #### Physical Surge *Prerequisite: Requires Enhancement* When you are under the effect of Enhancing Surge, you can choose to make your Strength or Dexterity ability score equal to your Intelligence ability score until the effect ends. #### Potent Psionics When a target passes the saving throw against a damaging psionic power, they still take half the damage, but suffer no other effects. #### Psionic Defenses You gain a way to defend yourself using your psionic powers. This can be done via Telepathy (effecting creatures that would try to attack you), Telekinetics (redirecting attacks that would hit you), or Enhancement (increasing your durability and agility). Your AC becomes 10 + your Dexterity modifier + your Intelligence modifier. \pagebreakNum #### Psionic Weapon As an action, you can expend 2 psi points to imbue a weapon you are holding with psionic energy. For the next hour, once per turn when you deal damage with that weapon, you can deal an additional 1d6 psychic damage. #### Surging Power *Prerequisite: Requires Enhancement.* Your power is at your finger tips. When you target only yourself with Enhancing Surge, you can use the power as a bonus action instead of an action. #### Telepathic Link *Preqrequisite: Requires Telepathy* Your telepathic communication gains an unlimited range as long as you have communicated with the creature within the last day, and the target willingly maintains the link. However, it takes an action to focus to communicate over distance if you cannot see the target (or for the target to communicate with you if they cannot see you). #### Telepathic Openings If a creature failed a saving throw against your Telepathic Intrusion since the start of your last turn, you may use a bonus action to either: gain advantage on your next attack against that creature, or give that creature disadvantage on its next saving throw against a psionic power other than Telepathic Intrusion. This effect lasts until the end of your turn. #### Transcendent Focus *Prerequisite: Perfect Focus* While in a state of perfect focus (concentrating on two spells), you gain a magical flying speed of 10 feet instead of a movement speed of 0 feet. Moving with this speed does not interrupt Perfect Focus. #### Quickened Mind You can expend 2 + the number of psi points spent on a power to use that psionic power as a bonus action. \pagebreakNum ### Psion Spell List ##### 6th Level - Arcane Gate - Blade Barrier - Chain Lightning - Disintegrate - Find the Path - Eyebite - Harm - Mass Suggestion - Mental Prison - Mind Blast ^Psion^ - Scatter ##### 7th Level - Crown of Stars - Etherealness - Geas* - Planeshift - Power Word Pain - Regenerate - Reverse Gravity - Teleport - Whirlwind ##### 8th Level - Antimagic Field - Demiplane - Dominate Monster - Earthquake - Feeblemind - Madding Darkness - Power Word Stun ##### 9th Level - Astral Projection - Foresight - Gate - Power Word Kill - Psychic Scream - Time Stop Spells with an * can be selected and cast as the level they are listed at only. #### Compelled Query *1st-level psionic* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous. ___ You focus your telepathic powers on a creature and ask it a question. It must make an Intelligence saving throw, or it conjures a mental thought or image that answers your question to the best of its ability that you can perceive telepathically. \columnbreak #### Delve Mind *3rd-level psionic* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Concentration, Up to 1 minute. ___ You delve into a creatures mind forcing it to make an Intelligence saving throw. On failure, for the duration or until you end the spell you gain access to it's memories from the past 12 hours, able to recall things it remembers as if they are you own memories, but these memories contain only things the target creature remembers. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can delve an additional 12 hours further back in the creatures memories each slot level above 3rd. #### Flicker *1st-level psionic* ___ - **Casting Time:** 1 reaction, which you take when you would take damage. - **Range:** Self - **Components:** S - **Duration:** 1 round ___ You flicker between the material and ethereal plane. Until the start of your next turn, each time you would take damage, including the triggering attack, roll a 1d4. On a 4, you don't take any damage. #### Mind Blast *6th-level psionic* ___ - **Casting Time:** 1 action - **Range:** 60 foot cone - **Components:** S - **Duration:** Instantaneous ___ You emit psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 6d8 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. #### Psychic Drain *2nd-level psionic* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous ___ You draw on the psychic energy of another creature to sustain yourself. The target must make a Charisma saving throw or take 3d8 psychic damage, while the caster gains half the damage creature takes in temporary hit points and regains 1 expended psi point. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell deals an additional 1d8 psychic damage. \pagebreakNum #### Unlocked Potential *1st-level psionic* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Concentration, Up to 1 minute. ___ You unlock the potential of a creatures mind, allowing it to fully reach its limits. For the duration, once per turn the creature can add 1d4 to any attack roll, damage roll, or saving throw it makes. Each time it adds the additional 1d4, it takes 1 damage as it pushes beyond its natural limitations. \pagebreakNum # Apendix A: Psionic Subclasses ### Way of the Soul Knife #### Soul Knife Starting when you choose this tradition at 3rd level, you've learned to focus your ki into a psionic blade. As a bonus action, you can create a blade of pure scintillating psionic energy. The blade you create this way most typically takes the form of a knife-like blade projecting from your fist, but you can shape it however you choose. You can choose to create multiple blades, but any blade you are not holding vanishes at the end of your turn and must be resummoned. Regardless of the form it takes, the weapon is a monk weapon for you, deals 1d8 psychic damage, and has the light, finesse, and thrown properties. #### Psionic Ki Additionally at 3rd level, you gain the ability to express your inner focus as psionic manifestations. You learn a Psionic discipline of your choice from the Psion psionic discipline list (such as Telepathy, Telekinesis or Enhancement), and can expend ki points as psi points while using psionic abilities learned through this feature. When spending ki points as psi points you can expend up to one-third of your monk level (rounding down) on a psionic discipline at a time. > ##### Default Selection: Telekinesis > > While a Way of a Soul Knife Monk can select any psionic discipline, for building a Soul Knife quickly or simply, select Telekinesis for the enhanced ranged abilities and mobility options it provides. \columnbreak #### Psion Talent Starting at 6th level, you can select a psionic talent from the Psion's list of Psionic Talents. > ##### Default Selection: Mind Devourer > While many Talents can provide a Soul Knife unique options, for building a Soul Knife quickly or simply, select Mind Devour for enhancing your durability and resources. #### Focused Blade Starting at 11th level, you gain the ability to invest more psionic energy into your blade. When you create a psionic blade, you can expend ki points to increase its power. | Ki Points | Attack and Damage | |:---:|:-----------:| | 1 | +1 | | 2 | +2 | | 3 | +3 | | 5 | +4 | #### Rend the Soul Starting at 17th level, your attacks can harm a creature beyond its physical form. When you strike a target with your Soul Knife, you can spend 2 ki points to make the strike ignore any resistance or immunity to damage the target has, and reduce its maximum health by the damage dealt by the attack. Additionally, the target must make a Charisma saving throw, or have it's Charisma score reduced by 2; if the targets Charisma is reduced to 0 by this ability, they die. Any hit points or ability scores lost to this strike are restored after 24 hours. #### Soulknife Quirks The following are some optional quirks for a player of this Way | d6 | Quirk | |:---:|:-----------:| | 1 | You carry around a bladeless sword hilt for your Soul Knife blade. | | 2 | You occasionally attempt to cut fruit with your Soul Knife. | | 3 | You refer to your actions as the will of the living Ki. | | 4 | You view killing things with your psionic powers as evil, but killing things with your Soul Knife as perfectly okay. | | 5 | You have endless platitudes about temperance and control. | | 6 | You practice obscure martial art form stances every morning. |
\pagebreakNum ## Apendix B: Psionic Feats ### Expanded Psionic Powers *Prerequisite: One or more Psionic discipline* You tap deeper into your psionic potential drawing out a new talent. * Your Intelligence score increases by 1 * You can select a psionic talent from the Psion class psionic talent list. You cannot select a talent you already know, or one that requires a level restriction, even if you are already of that level. ### Psionic Adept You develop a minor grasp of psionic power, either uncovering an innate potential within yourself, through contact with a psionic source, or through training. You gain one of the psionic abilites of the Psion class, gaining the attached psionic skill and psionic power, but do not gain any psi points to empower these abilities, and cannot use psi points to empower an discipline gain from this feat even if you have psi points from somewhere else. \pagebreakNum # Credits and Thanks! ## Change Log v1.1 * Complete overhaul. ## Art Credits: * Scarlet Witch - theDurrrrian * Psychic - Paizo * Disciple of the Ring - Magic the Gathering - Wizards of the Coast * Oracle - Paizo * Graceblade Artisan - Magic the Gathering - Wizards of the Coast \columnbreak ## Supported By Creation is made possible by generous patrons: * Allin Knight * Ara Enzeru * Austin Fox * Christoph Haaß (Rune) * Code Ghoul * Ethan Reinhart * David Ramero * GMBinder * HerdSheep * James Sant * Lawrence Eger * Matt Eger * Mr. Stark * Quentin Padilla * Rory Collier * Russell Hobson * Seth Lang * Spenser Birney * Thought-Knot * Unlikely Alpaca * Zachary Zumstein ...and many more! Want to support KibblesTasty in keeping this updated and creating more homebrew like this? You can join them here [on Patreon](https://www.patreon.com/KibblesTasty). The support and feedback of patrons is an invaluable part of this creation. Thank you!