Psion v1.4.1
A large orc is flung across the
room, smashing through
tables and chairs before hitting
the wall with 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 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 otherworldly 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 measure.
The exact nature of what is Psionic power might be a question answered in your setting, or it might not be. Most view Psionic power as coming from within, though other answers exist - anything from the leaking power of the Far Realm, to an alternate way to express magic, to an actualization of an individual's will upon the world.
Powerful Minds
Since a psion's weapon is their mind, they are always a careless thought away from harming those around them. For a psion, the line between thinking and doing can be very thin, forcing them to keep their thoughts and emotions in check, lest 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 everyday life. How reading minds may affect 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 lest 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 common villager keeps only one mental category for the supernatural and creepy people that bend reality to their will. But even among magic users, a Psion's powers will frequently be found unnerving.
It is often those who do understand magic that finds a Psion’s abilities the most aberrant. A force that intersects the magical weave rather than obeys it, the nature of the power that the psion wields one can only contemplate with unease.
Psion is created by KibblesTasty. Support additional content and updates by KibblesTasty at http://www.patreon.com/KibblesTasty.
Psion
Level | Proficiency Bonus |
Psi Points | Psi Limit | Features | Psionic Talents |
---|---|---|---|---|---|
1st | +2 | 1 | 1 | Psionic Archetype, Psionics | -- |
2nd | +2 | 2 | 1 | Psionic Talents | 2 |
3rd | +2 | 3 | 2 | Secondary Discipline, Psionic Archetype Feature | 2 |
4th | +2 | 4 | 2 | Ability Score Improvement | 2 |
5th | +3 | 5 | 3 | Psionic Mastery | 3 |
6th | +3 | 6 | 3 | Psionic Archetype Feature | 3 |
7th | +3 | 7 | 4 | ─ | 4 |
8th | +3 | 8 | 4 | Ability Score Improvement | 4 |
9th | +4 | 9 | 5 | ─ | 5 |
10th | +4 | 10 | 5 | Psionic Archetype Feature | 5 |
11th | +4 | 11 | 6 | Innate Psionic Ability (6th level) | 5 |
12th | +4 | 12 | 6 | Ability Score Improvement | 6 |
13th | +5 | 13 | 7 | Innate Psionic Ability (7th level) | 6 |
14th | +5 | 14 | 7 | Psionic Archetype Feature | 6 |
15th | +5 | 15 | 8 | Innate Psionic Ability (8th level) | 7 |
16th | +5 | 16 | 8 | Ability Score Improvement | 7 |
17th | +6 | 17 | 9 | Innate Psionic Ability (9th level) | 7 |
18th | +6 | 18 | 9 | Third Discipline | 8 |
19th | +6 | 19 | 10 | Ability Score Improvement | 8 |
20th | +6 | 20 | 10 | Ascension | 8 |
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 affected your interactions with people.
Consider what your purpose is with your newfound 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.
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: Psionics, and 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
Psionic Archetype
At 1st level, you pick the archetype of Psion you embody, choosing from Awakened, Unleashed, Transcended, or Shaper, each of which 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 Disciplines
You are granted access to a psionic discipline (such as Telepathy or Telekinesis) by your chosen archetype. A psionic discipline comes with a passive feature that expands your character's 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. At 3rd level you can select a second discipline, and 18th level you can select a 3rd discipline.
Psionic powers are suppressed by anti-magic field and can be dispelled with dispel magic, but are only affected 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 using any psionic ability 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 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 a cost of 3 psi points).
Psionic Ability
Psionic powers, psionic talents, and spells gained through this class use your Psionic ability.
Psionic Ability save DC = 8 + your proficiency bonus +
Psionic Ability attack modifier = your proficiency bonus +
Psionic Talents
Starting at 2nd level, you gain access to a Psionic Talent allowing you to further specialize. Pick two talents from the list of Psionic talents presented at the end of the class description. You can pick a new Psionic talent at 5th, 7th, 9th, 12th, 15th, and 18th level. When you level up, you can replace a Psionic talent you have previously selected with a different option.
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 Disciplines, but not to recreate spells or fuel Psionic Talents. 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 ability 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 to cast this spell 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 an 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, Charisma) and your Psion class abilities.
When you take this from your current and maximum hit points becomes that of the ghost while you are in the form, if you have less than 10 psi points when you would assume this form, you 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.
Psionic Archetypes
Awakened Mind
An Awakened Mind is a Psion who had their psionic 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. 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 a 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.
An Awakened can be either empathetic or cruel, good or evil. Knowing what is on the minds of others affects people in different ways, driving some away from society as they see its true face, while others feel drawn to help the problems only they can see.
Opened Mind
At 1st level when you select this Archetype, your mind awakens the ability to directly connect to the minds of other creatures, granting 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, if you have telepathically communicated with a willing creature, you know their general location (direction and rough estimate of distance) for the next hour as long as you are on the same plane as them.
Mind Reader
Starting at 3rd level, when you use Telepathic intrusion, you can force the target to make an Intelligence saving throw instead of a Wisdom saving throw against the power (deciding when you use the ability).
When a creature fails a saving throw against your Telepathic Intrusion, you gain a d4. Until the end of your next turn, if you make an attack roll against the creature or the creature makes a saving throw against a Psionic power other than Telepathic Intrusion against you, you can add or subtract the d4 from the roll (deciding to roll before you roll the attack or use the power).
Empowered Psionics
Starting at 6th level, when you deal damage with a Psionic Discipline power you can add your Intelligence modifier to the damage dealt.
All Seeing Eye
Starting at 10th level, you can see a creature by its mind. You gain a mindsight of 60 feet, allowing you to see creatures with an intelligence of 6 or higher within range as if by blindsight. A creature you are unaware of can still be hidden from you, but you can use your Intelligence modifier instead of your Wisdom modifier with making Perception checks to detect creatures.
Full Awakening
Starting at 14th level, you can briefly fully awaken your expanded mind to true comprehension. At the start of your turn, you can expend 2 Psi Points to gain advantage on all saving throws and attack rolls until the start of your next turn.
Unleashed Mind
An Unleashed Mind'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 varies - they could be a 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 simple 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.
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.
Overwhelming Power
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 options:
- You cause up to 10 pounds of loose objects within 10 feet of you to start floating for 1 minute.
- You can force all targets within 5 feet to make a Strength saving throw, or be pushed by 5 feet away from you.
Rampaging Power
Starting at 3rd level, you gain a d4 rampage die. Once per turn during your turn when making a damage roll, you can add this rampage die to the damage roll. 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 or become incapacitated, it becomes a d4 once more. If you maintain a continuous d12 rampage die for more than one minute, you gain a level of exhaustion.
Empowered Psionics
Starting at 6th level, when you deal damage with a Psionic Discipline power you can add your Intelligence modifier to the damage dealt.
Uncontrollable Mind
Starting at 10th level, the strength of your rampaging mind is such that others' attempts to control it are futile. You gain immunity to charm, fear, and effects that would control your mind while your rampage die is a d8 or more.
Unstoppable Rampage
Starting at 14th level, when an attack reduces you to zero hit points, you can roll your rampage die. If your roll + your Constitution modifier is higher than the excess damage you took, you are instead reduced to one hit point. You can expend 2 psi points to roll an additional rampage die, adding it to the result.
Transcended Mind
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 mind's eye.
Most often achieved either intentionally or accidentally through meditation and ritual, this can sometimes even be a passed on technique to reliably transcend 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 understand 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
Starting at 3rd level, when you use a psionic ability (power or spell) to restore hit points or grant temporary hit points, you can add the hit points granted to a stored pool. The maximum value of the pool is your psion level, and any points beyond the maximum are lost. The next time you make a damage roll, you can expend the pool to add damage equal to the stored value to one target affected by the damage roll. This stored damage is lost if not spent within 1 minute.
Perfected Enhancement
Starting at 6th level, when you grant temporary hit points with a psionic power you can add your proficiency bonus 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 modifier 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.
Shaper's Mind
A Shaper is a Psion that specializes in the materialization of their imagination, projecting it out into the world. No mere conjurers borrowing the powers of other planes, a Shaper manifests things from nothing but their own mind, weaving their creations into existence through the exertion of raw psionic power and imagination.
A Shaper's mind is a tool of nearly unrivaled power possessing both boundless creativity and inexorable will, but if that will is overrun, the world would do well to fear a Shaper's nightmares.
Creator's Mind
At 1st level when you select this Archetype, you gain the ability to will the contents of your mind into the world, granting you the psionic discipline Projection.
Boundless Imagination
Additionally at 1st level, when you conjure your Astral Construct, you can apply one of the following powers to it:
Devastating Weapons You imagine more deadly armaments - from a greatsword to vicious fangs - causing your Astral Construct to grow more deadly. The Astral Construct's damage becomes 1d12
Psionic Conduit You can use your Psionic powers through your Astral Construct, as if you were where it is.
Vivid Existence Your Astral Construct fully materializes and automatically uses Solidify at the start of its turn without requiring a command to do so.
You can change which benefit you grant it for the duration of the effect as a bonus action.
Astral Metastability
Starting at 3rd level, when you use your Psionic powers to create an Astral Construct, it does not require concentration to maintain, and lasts until dismissed, but you cannot summon another one while you have one summoned.
Empowered Construct
Starting at 6th level, when you deal damage with an Astral Constructed or a weapon created by Project Item, you can add your Intelligence modifier to the damage dealt.
Astral Guardian
Starting at 10th level, when you would take damage while you have an Astral Construct within 30 feet of you, you can use your reaction to conjure it to you (sharing your space) and expend 1 psi point to Solidify it, transposing it between you and the source of damage. It takes the damage instead of you. If the attack deals more damage than it has hit points (from Solidify), you take the remainder of the damage.
Imaginary Army
Starting at 14th level, you can allow your mind to run wild, letting an astral army spring forth into reality. When you use Replicate, one additional Astral Construct is created and can be controlled with the same action (commands still only affect one Astral Construct of your choice). This additional construct lasts until the start of your next turn and cannot be sustained.
Once you create an additional duplicate, you cannot do so again until you complete a short or long rest.
Psionic Disciplines
Enhancement Discipline
Enhancement is the ability to interact with a creature's 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 to the result.
Enhancing Surge
Psionic Power
- Casting Time: 1 Action
- Range: 60 feet
- Components: S
- Duration: 1 Round
You empower the body of a target creature you can see with your Psionics. The target gains 1d6 temporary hit points and the next time the target deals damage, it deals 1d6 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 an additional action. That action can be used only to take the Dash, Disengage, Hide, or Use an Object action.
Resilient (3 psi points): the target gains resistance to all damage until the start of your next turn.
Alternate Effects
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 | heroism, longstrider, unlocked potentialpsion |
2 | alter self, enlarge/reduce, lesser restoration |
3 | catnap, haste |
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.
Projection Discipline
Projection is the ability to project what is in your mind to the outside world with your Psionic power.
Project Item
As an action, you can use your powers to project an inanimate object you imagine into your hands. It cannot be larger than 3 feet on any side or weigh more than 10 pounds, and is clearly ethereal in nature. The item behaves as a solid object. Weapons created with this feature deal force damage.
Projected items fade after 1 minute, and you can have no more than 3 projected items at a time.
Astral 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 medium or smaller creature, weapon, or other object. This creation is clearly ethereal in nature. When you create it, and on subsequent turns using your action to mentally control it, you can move it up to 30 feet in any direction and attack; so long as it does not move beyond the range of the power. To attack with it, make a melee spell attack. In a hit, the target takes 1d8 force damage.
While the Astral 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, and each command can only be issued once per turn.
Strike (2 psi point): The construct makes an attack (even if it has already attacked).
Relocate (1 psi point): The construct disappears and reappears anywhere within 60 feet of you.
Solidify (1 psi point): Your construct becomes solid, blocking its space until the start of your next turn. You can only use this command if it is not in another creature's space. It has an armor class of 16 and hit points equal to your Intelligence modifier + your Psion level. The construct becomes ethereal again if it drops to zero hit points.
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 become restrained by the construct. At the end of the creatures turns it can repeat the saving throw. The condition ends of the construct becomes ethereal again.
Grow (1 psi points): Your construct increases by one size, and its number of damage dice increases by one. It returns to its normal size at the start of your next turn. It can only gain one additional die (for example, up to 2d8).
Replicate (3 psi points): You use Relocate, but the original does not disappear. Until the end of your turn, you have another construct and control both with the same action (commands only affect one of your choice). Pick one construct to fade at the start of your next turn or use Sustain.
Sustain (1+ psi point): At the start of your turn, you can sustain the effect of a Solidify, Grow or Replicate command an additional round. This costs 1 psi point for each effect sustained. Sustaining solidify refreshes the construct's hit points to its maximum.
Order of Operations
If you opt to Sustain a command, the sustained command does not end at the start of your turn - the Sustain happens first.
Telekinesis Discipline
Telekinesis is the ability to 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 1 or more psi point to increase how much you can lift by 100 pounds per psi point spent for 1 turn.
Telekinetic Force
Psionic Power
- Casting Time: 1 Action
- Range: 60 feet
- Components: S
- Duration: Instantaneous
You smash a target creature you can see or object with your mental power. The target must succeed on a Strength saving throw, or take 1d10 bludgeoning damage and be shoved 5 feet in a direction of your choosing or be 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 shoved +10 feet in a direction of your choosing for each point spent.
Crushing (2 psi points): The target is restrained until the end of its next turn if it fails its saving throw.
Zone of (1-3 psi points): You can target all creatures in a 5 foot radius. The radius doubles for each point spent (5 ft., 10 ft., 20 ft.).
Alternate Effects
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, thunderwave |
2 | levitate, dust devil, shatter |
3 | fly, erupting earth |
4 | orbital stonesK, resilient sphere |
5 | telekinesis, 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.
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 the mind of a creature you can see 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 on attacks made against you until the start of your next turn. You can choose to deal no damage to the creature when it fails its saving throw.
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 your next turn if it fails its saving throw.
Meddling (2 psi points): You make one creature invisible to target creature or cause the creature to see something that is not there with the effect of minor illusion until the start of your next turn if it fails its saving throw.
Overwhelming (3 psi points): The target is stunned until the end of its next turn if it fails its saving throw
Alternate Effects
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 querypsion, command, cause fear |
2 | detect thoughts, mind spike, suggestion |
3 | delve mindpsionic, fear, enemies abound |
4 | dominate beast, compulsion, confusion |
5 | dominate person, 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.
Transposition Discipline
Transposition is the ability to modify the properties of space and manipulate dimensional boundaries with your psionic powers.
Phasing Steps
When you gain this feature, you can pass 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 objects, buildings or terrain more than 4 inches thick. Any creature in the path of this tear must make a 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 for each point spent.
Blurring (1-3 psi point): You gain an illusory duplicate, as per the mirror image spell. You gain 1 duplicate per psi point spent (up to a maximum of 3). One remaining image fades at the start of each of your turns.
Long (1-3 psi points): You can travel an additional 10 feet for each point spent.
Echoing (2 psi points): You immediately Phase Rift again with the same action.
Ethereal (2 psi points): You can pass through solid objects, buildings, and terrain as long as you end your Phase Rift in a space you can occupy. If your Phase Rift would end inside a space you cannot occupy, the power fails.
Alternate Effects
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 | expeditious retreat, flickerpsion, zephyr strike |
2 | misty step, blur, pass without a trace |
3 | blink, nondetection, thunder step |
4 | banish, dimension door |
5 | far step, steel wind strike |
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level.
Psychokinetics Discipline
Psychokinetics is the mental art of spontaneously creating and controlling energy; sapping energy to freeze or spontaneously creating bursts of fire or arcs of lightning. Dangerous and destructive, it provides devastating power.
Energy Manipulation
When you gain this feature, you can manipulate energy in minor ways at will. As an action you can cause a light that casts 30 feet of bright light and 30 feet of dim light, cause things you touch to catch fire as if touched by a match, cause small arcs of electricity, freeze or thaw up to 5-foot cube of water. Any ongoing effect you create lasts 1 minute. You can have up your Intelligence modifier simultaneous effects, after which another ends the oldest ongoing effect.
Elemental Blast
Psionic Power
- Casting Time: 1 Action
- Range: 30 feet
- Components: S
- Duration: 1 Round
You can use your mind to create a burst of elemental power, blasting a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 cold, fire, force or lightning damage.
For each die of cold damage dealt, the creature's movement speed is reduced by 5 feet until the end of their next turn, for each die of fire damage dealt by the original attack, the creature takes 1d4 fire damage at the start of its next turn, and for each die of lightning damage dealt, an arc of lightning strikes another creature of your choice within 20 feet, dealing 1d4 lightning damage (damage from these effects do not add additional bonuses, such as Empowered Psionics).
You can spend Psi Points up to your per use limit to add the following modifiers to (you can add multiple modifiers). The points must be spent when choosing the target of the power.
Amplified (1+ psi points): The target takes an additional 1d8 cold, fire, force or lightning damage.
Lasting (1 psi point): Your Elemental Blast leaves a 5 foot radius sphere of devastating behind where it strikes until the start of your next turn. Creatures that enter this zone for the first time or end their turn in it must make a Constitution saving throw or suffer the secondary effects (slow, burn, arc) of the blast as if they had been hit by it.
Massive (1-3 psi points): You unleash a massive blast; rather than making an attack roll, all creatures within a 15 foot cone must make a Dexterity Saving throw. On failure, they take the effect as if hit by the Elemental Blast. The size of the cone is doubled for each point up to 3 spent (2 points for 30 foot, 3 points for 60 foot).
Overcharged (0 psi point): You take 1d4 force damage and do not add your Proficiency modifier from the attack or Spell Save DC for your Elemental Blast, but increase the damage it deals by twice your Proficiency modifier.
Alternate Effects
Additionally, when you learn the Psychokinetics 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 | burning hands, ice knife, thunderwave |
2 | flaming sphere, scorching ray |
3 | fireball, lightning bolt |
4 | ice storm, wall of flame |
5 | cone of cold, destructive wave |
If a spell can be cast at a higher level, you can spend an additional psi point to cast it at that higher level.
Specializations
When you take this Discipline, you may (but do not have to) select a specialization from the following list. You may only select a specialization at the time of gaining the Discipline, and cannot change or remove a Specialization once selected.
Cryokinetic
You can only deal Cold damage with Elemental Blast. When is hit by an attack of your Elemental Blast or fails a saving throw against this power, it becomes frozen until the end of its next turn, giving it disadvantage on its next attack roll or dexterity saving throw, and reducing it's speed by an additional 5 feet (to a total of 10 feet).
If the attack roll is a critical hit or the target fails their saving throw by 5 or more, the target becomes restrained while frozen.
When using your Psionics feature to cast a spell under Alternate Effects, the damage of the spell becomes Cold damage.
Electrokinetic
You can only deal Lightning damage with Elemental Blast, but the size of the damage dice of Lightning damage (both the initial damage and arc damage ) is increased by one step (to a d10 initial damage and d10 additional damage per point spent on Amplified, and 1d6 arc damage to a nearby target per die of initial damage).
When using your Psionics feature to cast a spell under Alternate Effects, the damage of the spell becomes Lightning damage.
Pyrokinetic
You can only deal Fire damage with Elemental Blast, but the size of the damage dice of fire damage (both the initial damage and burn damage) is increased by one step (to a d10 initial damage and d10 additional damage per point spend on Amplified, and 1d6 burn damage at the start of their turn per die of initial damage).
When using your Psionics feature to cast a spell under Alternate Effects, the damage of the spell becomes Fire damage.
Additional Psionic Disciplines
You can find additional Psionic Disciplines in the Psion: Expanded Options document here!
Psionic Talents
Animated Projections
Prerequisite: 10th level Psion, Projection Discipline.
You learn to project a swarm of ethereal objects. As an action, you can expend 5 psi points to cast animate objects. When cast in this way, the spell creates new ethereal objects rather than animating existing ones.
Aura Sight
As an action, you can spend 1 psi point to psionically see the aura of a creature of your choice within 30 feet. When you see the creature's aura in this way, you can determine if there are any spells or magical effects affecting the creature, and you learn their schools of magic, if any. You can also determine if the creature is under the influence of psionics. A shapeshifter or creature that is transformed or disguised by magic or nonmagic means must make a Charisma (Deception) check against your Psionics save DC. On a failure, you can perceive their original form in their aura.
Awaken Mind
Prerequisite: 9th level Psion
You can cast awaken once without expending a spell slot or psi points. You can't do so again until you finish a long rest.
Body Control
Prerequisite: 5th level Psion, Enhancement Discipline
You can cast alter self at will, without expending a spell slot or psi points. Additionally, when you cast enlarge/reduce on yourself, you may expend 1 psi point instead of 2.
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.
Divided Mind
Prerequisite: 9th level Psion
You learn the divide self spell, and can cast it by expending 5 psi points. When you gain access to the Innate Psionics feature, you may expend a use of Innate Psionics to cast divide self at the level of the use of Innate Psionics expended. For example, if you choose the teleport spell for your Innate Psionics feature at 13th level, you could expend a casting of teleport to instead cast divide self as a 7th level spell, and cannot cast teleport or divide self as a 7th level spell in this way until you complete a long rest.
You do not require the material components of the spell when you cast it by expending psi points or a use of Innate Psionics.
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 (after resistance).
If the damage would inflict any further negative status effect on the target, you can choose for that effect to affect you instead.
Elemental Aegis
Prerequisite: Psychokinetics Discipline
As an action, you surround yourself with a swirling shield shield of fire, ice, or lightning. You gain temporary hit points equal to your Psion level. Creatures that strike you while you have these temporary hitpoints take 1d4 damage of the shield type chosen.
Once you use this talent, you cannot use it again until you complete a short or long rest.
Enhanced Regrowth
Prerequisite: Enhancement Discipline
You gain the cure wounds spell, and can cast it as a first level spell by expending 1 psi point. You can cast it at a higher level by spending an additional psi point for each level above first. You can cast it in this way a number of times equal to your Intelligence modifier, after which you cannot cast it again until you complete a long rest. When you cast cure wounds on a creature, you can use Enhancing Surge on the target creature as a bonus action.
Empowered Strike
Prerequisite: Psychokinetics or Telekinetics Discipline
Once per turn, as part of making a weapon attack as part of the attack action, you can empower a melee weapon you are holding with psionic power. When you hit a creature with a weapon, you can apply Elemental Blast or Telekinetic Force modifiers (you can only select a power you know) to the attack (you can use Psionic Mastery on this). This does not deal the base damage of the power, but any added damage causes the additional effects of the power damage effects to occur.
When applying a modifier that would make it target an area of effect, only the target takes the weapon damage, but other creatures in the radius become a target of the attack as if using the power normally.
Kinetic Slam
Prerequisite: Telekinesis Discipline
When you use the Telekinetic Force power, you can unleash it as a blast of kinetic power. You can use your power as a ranged psionic attack (applying damage and effect on hit). You can only select the Hammering modifier when you use it in this way.
Matter Made Real
Prerequisite: Projection Discipline, 9th level Psion
You gain the ability to solidify some of your projections into real objects, you can cast fabricate and wall of stone expending psi points equal to the spell level.
Mental Image
Prerequisite: Telepathy Discipline
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 costing psi points equal to their spell level.
Mental Might
Prerequisite: 10th level Psion, Telekinesis Discipline
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
Prerequisite: 5th level Psion
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 to draw in its psionic power, regaining 1d4 hit points and 1 expended psi point.
Mind Rider
As an action, you can touch a willing creature to see through its eyes and hear what it hears for the next hour, gaining the benefits of any Special Senses that the creature has.
During this time, you are deaf and blind with regard to your own Senses. You can end this effect at any time. While this is active, the creature has advantage on Intelligence, Wisdom, and Charisma saving throws.
Perfect Focus
Prerequisite: 10th level Psion
You can enter a state of extreme 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; you have a -5 penalty to any concentration check. If you move or fail a concentration check, one of your concentration affects ends. If you fail the concentration check by 5 or more, you lose concentration on both effects.
Phase Slash
Prerequisite: Transposition Discipline
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. You can spend 1 or more psi points to make an additional attacks as part of the same bonus action, but can only attack a creature as you pass through them once per Phase Rift.
Phase Flurrying
Echoing Phase Rift allows you to pass through a creature with two separate Phase Rifts making multiple attacks.
Phase Shot
Prerequisite: Transposition Discipline
When you make a ranged weapon attack roll, you can use your bonus action to cause it to travel through a Phase Rift as if you teleported using the ability. You do not teleport, and this does not extend the phase rift beyond its normal range - the projectile continues as normal from the ending point if it travels further than it can phase rift. If the attack hits a target, the phase rift includes the space of the target hit, but stops there.
Physical Surge
Prerequisite: Enhancement Discipline
When you use Enhancing Surge targeting yourself, you can choose to make your Strength or Dexterity ability score equal to your Intelligence modifier ability score until the start of your next turn.
Psi Crystal
You gain the ability to impart part of your mind into crystal. You can expend 2 psi points to cast the find familiar spell but your familiar takes on the statics of a psi crystal (below) and the material component required is a crystal worth 10 gp instead of the normal material components. The Psi Crystal gains your mental stats. You can use Psionic Disciplines without a range of Self through your Psi Crystal is if you were standing in its location. If the psi crystal is destroyed, you gain its memories as your own. While you have a Psi Crystal active, as a bonus action, you can deactivate it to regain 2 expended psi points.
Psi Crystal
Tiny construct, unaligned
- Armor Class 20
- Hit Points 2 (1d4)
- Speed fly(hover) 20 ft.
STR DEX CON INT WIS CHA 1 (-5) 10 (0) 10 (0) 10 (+0) 10 (+0) 10 (+0)
- Skills Perception +4
- Damage Vulnerabilities bludgeoning
- Damage Resistances piercing, slashing.
- Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
- Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
- Languages understands the languages of its creator but can't speak
When you summon a Psi crystal, you can store a fragment of your personality, that you can then release by shattering the crystal. Select one of the following when summoning a psi crystal.
Courage. When you make a saving throw against the Frightened condition, you can use your reaction to shatter the crystal to gain advantage on the save.
Cowardice. When your Psi Crystal is within 30 of you and a creature comes within 5 feet of you, you can use your reaction to shatter the crystal releasing that emotion and immediately move your movement speed away from the creature without taking an attack of opportunity.
Cruelty. When your Psi Crystal is within 30 feet of a creature that takes damage, you can use your reaction to shatter the crystal releasing that emotion and causing the creature to take additional damage equal to your Psion level.
Sympathy. When your Psi crystal is within 30 feet of you and another creature, if that creature takes damage, you can use your reaction to shatter the crystal releasing that emotion and granting the creature resistance to that damage and take an equal amount of damage to the damage it takes.
Potent Psionics
When a target passes the saving throw against a damaging Psionic Power (granted by a Psionic Discipline), they still take half the damage, but suffer no other effects.
Projected Nightmares
Prerequisite: Shaper's Mind Archetype
You gain an additional option for Boundless Imagination to apply to your Astral Construct: Horrifying Nightmare: Creatures that start their turn within 5 feet of your Astral Construct must make a Wisdom saving throw against your Psionics DC or become frightened of your Astral Construct until the start of their next turn.
Once they have saved against this, they are immune to the effect for the next 24 hours or until you summon a new Astral Construct.
Psionic Defenses
You gain a way to defend yourself using your psionic powers. While you are not wearing any armor or carrying a shield, your Armor Class equals 13 + your Intelligence modifier.
Psionic Weapon
As a bonus action, you can expend 1 psi point to imbue a weapon you are holding with psionic energy. For 1 minute, once per turn when you deal damage with that weapon, you can deal an additional 1d6 psychic damage.
At higher levels you can expend additional psi points to further enhance the Psionic weapon; 2 points to enhance it 2d6 at 5th level, 3 points to enhance it to 3d6 at 11th level, and 4 points to enhance it to 4d6 at 17th level.
Schism
Prerequisite: 5th level Psion
You can spend 1 psi point to temporarily divide your mind to do two things at once until the end of your turn. While dividing your mind, if you use your action on a psionic power or spell granted by a psionic discipline, you can use your bonus action to use a psionic power. The two powers share your per use psi point limit between them.
Surging Power
Prerequisite: Enhancement Discipline
When you target only yourself with Enhancing Surge, you can use the power as a bonus action instead of an action, but the damage and temporary hit points the base power grants are reduced to 1d4 when using the power this way.
Telepathic Link
Prerequisite: Telepathy Discipline
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). You can maintain a link with a number of people equal to your Intelligence modifier in this way.
Telekinetic Movement
Prerequisite: Telekinesis
You can expend a psi point to gain 10 additional feet of movement and the effect of spiderclimb, feather fall, or levitate until the start of your next turn. At the start of your next turn you can expend a psi point to maintain the effect before it would end.
Telekinetic Weapons
Prerequisite: Telekinesis Discipline
You gain the Telekinetic Weapon psionic power as part of your Telekinetic Discipline (in addition to your other psionic powers), giving the ability to fling weapons as per the power.
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.
Visionary Sight
You can see a creature by its mind. You gain a mindsight of 15 feet, allowing you to see creatures with an intelligence of 6 or higher within range as if by blindsight. A creature you are unaware of can still be hidden from you, but you can use your Intelligence modifier instead of your Wisdom modifier when making Perception checks to detect creatures.
If you already have mindsight, the range of your mindsight increases by 30 feet.
Additionally, due to your increased awareness, attacks from creatures you cannot see due to blindness or obscurement do not gain advantage against you if they are not hidden from you.
Multiclassing
Should you want to multiclass into Psion, the prerequisites and proficiencies are listed below:
- Prerequisite: 13 Intelligence.
- Proficiencies gained: Psionics
Psionic powers can be weird, strange, and rare. Your DM may place additional restrictions or requirements into multiclassing into Psionic classes.
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
- Maddening 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.
Psionic Spells
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 short mental thought or image that answers your question to the best of its ability that you can perceive telepathically. If a character passes a saving throw against this ability, they have advantage on saving throws against it for next 24 hours.
Delve Mind
3rd-level psionic
- Casting Time: 1 action
- Range: 60 feet
- Components: S
- Duration: Concentration, up to 1 minute.
You delve into a creature's mind forcing it to make an Intelligence saving throw. On failure, for the duration or until you end the spell you gain access to its memories from the past 12 hours, able to recall things it remembers as if they are your 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 creature's memories each slot level above 3rd.
Divide Self
5th-level psionic
- Casting Time: 1 bonus action
- Range: Self
- Components: S
- Duration: Concentration, 1 minute.
You you create an exact duplicate of yourself in an empty space you can see within 30 feet of you. When you cast this spell at the start of each of your turns for the duration, you can determine which of the duplicates is you.
It has all of your stats, abilities, and equipment (including magic items). It acts on your initiative, and has its own actions, though it shares its concentration on this spell, and if either of you lose concentration, the spell ends. Your current hit points are divided between you and the duplicate (you can divide them however you want) and shares all other resources and abilities with you (including limited use magic items), with any usage by either you or the duplicate depleting the resource for both of you.
Your duplicate can take any action you can take, but it can deal a maximum of 15 damage on its turn (any additional damage dealt deals no further damage, when dealing area of effect damage, damage is split between all targets equally up to the maximum).
If either you or the duplicate is reduced to zero, the spell ends and you become the copy that was not reduced to zero hit points. When the spell ends, if both you and the duplicate are still present, decide which is you, and the other vanishes. Anything that was copied during the spell has the copied version vanish.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the starting hit points of you and the duplicate both increase by 15 (but neither you or the duplicate can be given more maximum hit points) and the maximum damage the duplicate can do during its turn increases by 10 for each slot level above 5th
Split, not Copied.
When you switch which of the copies you are, no status effects or resources are exchanged - you become the duplicate and the old you becomes the duplicate for the purposes of the spell.)
Flicker
1st-level psionic
- Casting Time: 1 reaction, 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 d4. On a 2, you gain resistance to that instance of damage. On a 4, you don't take any damage.
Mind Blast
6th-level psionic
- Casting Time: 1 action
- Range: Self(60-foot cone)
- Components: S
- Duration: Instantaneous
You emit a blast of psychic energy. Each creature in a 60-foot cone must make an Intelligence saving throw. A creature takes 6d8 Psychic damage and is stunned until the end of their next turn on a failed save. A creature takes half as much damage and is not stunned on a successful save.
Orbital Stones
4th-level transmutation
- Classes: Druid, Sorcerer, Wizard
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, Up to 1 Minute.
You lift three small to medium rocks or similar objects from within 10 feet of you, causing them defy gravity and slowly circle you. While any stones orbit you, if you are targeted by a ranged attack or make a dexterity saving throw from effect that originates 5 feet or more from you, roll a d4. If the result is equal to lower than than number of stones circling you, the attack hits the stone instead. The stones 20 hit points and have a damage threshold of 20 and resistance to all damage besides bludgeoning damage.
As a bonus action while at least one object remains in orbit, you can magically fling it at target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 3d10 bludgeoning damage and is knocked backward 5 feet.
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. On failure it takes 3d8 psychic damage and you gain temporary hit points equal to half the amount of psychic damage dealt and regain one 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.
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 creature's 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 psychic damage as it pushes beyond its natural limitations.
Psionic Powers
Telekinetic Weapons
Psionic Power
- Casting Time: 1 Action
- Range: 30 feet
- Components: S
- Duration: Instantaneous
You telekinetically fling a weapon at a creature or object. Choose a weapon within 15 feet that isn't being worn or carried, or choose a weapon under your control. Make a ranged spell attack. On hit the target takes damage equal to the weapon's damage dice. The range of the attack decreases to 15 feet if the weapon has the heavy or special property, and increases to 60 feet if the weapon has the light property.
You can use Psionic Mastery points on this power, and this power counts as a Discipline Power of the Telekinetics Discipline (for example, for the purpose of Empowered Psionics).
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.
Multiple (1+ psi points): For each additional psi point spent, you can fling an additional weapon, making a seperate attack and damage roll for each weapon flung.
Whirling (2+ psi points): You can replace throwing a weapon with casting cloud of daggers. Is cast at one level higher for each additional point spent after 2.
Psionic Feats
Psionic Mind
Prerequisite: The ability to use at least one Psionic Discipline
You tap deeper into your psionic potential drawing out a new talent. 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 disciplines of the Psion class, gaining the attached psionic feature and psionic power, but you do not gain use of any associated spells when gain a Discipline from this feat.
You gain 1 psi point that you can use to empower the Discipline. You regain use of this Psi Point when you complete a short or long rest.
Inner Power
Prerequisite: At least 1 psi or ki point
Your body is powered by the inner powers that course through it. Your maximum psi or ki points (if you have both, your choice of which) increases by one.
At the end of your turn after expending one or more psi or ki points during your turn (not counting temporary or free points, such as those from Psionic Mastery), you heal for a number of hit points equal to the psi or ki points spent.
War Psion
Prerequisite: The ability to use at least one Psionic Discipline
You have utilizing psionics in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a psionic ability when you take damage.
- You can perform the somatic components of psionic abilities even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to use a psionic discipline power or spell targeting the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Psionic Skills
Psionics
Psionics a new Intelligence based skill that serves to understand things of a Psionic nature as Arcana might understand things of an arcane nature. It is a skill to help you identify Psionic objects, phenomena and creatures.
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Credits and Thanks!
Change Log 1.2.1
Change Log 1.2.2
Change Log 1.2.3
Change Log 1.3
Change Log 1.4
Awakened
- Mind Reader has been revamped. It no longer requires a bonus action, and now allows you to select if you want to target Intelligence or Wisdom with the saving throw. Instead of granting advantage, it adds or subtracts a d4 from the attack roll or saving throw.
- Full Awakening no longer requires a bonus action.
Unleashed
- Mental Emphasis has been changed to Overwhelming Power, giving an additional power of being able to shove all creatures within 5 feet of you 5 feet back on a Strength saving throw - this makes it no longer quite a ribbon (intentionally).
Transcended
- Perfected Enhancement is now a bonus equal to your Proficiency bonus rather than half your Intelligence modifier. I accept that not everyone is going to love this, but this change works quite well. When you get it, this is a similar (+1) value, which is good, a small buff, and it scales much better as time goes on (capping at +6 instead of +3), and opens Transcended up non-Physical Surge relient builds - it no longer has to build Intelligence (though it usually the best route, this gives some interesting options for gishes - Mental Control and your other Psionic abilities still make Intelligence a great stat).
Shaper
- Boundless Imagination no longer requires an action. You can just apply the effect when you summon the astral construct. You can change it as a bonus action.
Telekinesis
- Orbital Stones added to Telekinetic Alternate Effects.
Enhancement
- Swift Enhancing Surge now allows the disengage, hide or use an object actions.
- Enhancing Surge has been increased to 1d6 temporary hit points and bonus damage but Surging Power has been altered (to reduce it back down to 1d4)
Psychokinetics
- Energy Manipulation can now be used for Int Mod on going effects. This is a buff, as it's one of the weaker psionic discipline utility features.
- Cyronetic Specialized no longer requires a secondary Con save, consequently the power of the effect was reduced to disadvantage the targets next attack or dex save instead of restraining. If the target fails their save by 5 or more or the attack is a critical hit, it restrains them (this is more likely to proc on a save, that's intentional though as that can be legendary resistanced, while attack rolls cannot be).
- 1.4.1: Elemental Blast now clarifies that the additional effects don't add bonus damage (e.g. Empowered Psionics or Overcharge)
Transposition
- Blurring Phase Slash no longer renders you fully obscured, and now grants you a mirror image.
Talents
- Astral Swap moved to Psionic Synthesis talents (Expanded Options)
- Aura Sight clarified as an action.
- Awaken Mind is now once per long rest (rather than once per short rest - the spell takes 8 hours to cast, so it shouldn't make much difference but limit some cheesy chases and give DMs peace of mind.
- Body Control now has a 5th level requirement.
- Elemental Weapon renamed Empowered Strike and now works with Elemental Blast or Telekinetic Force
- Enhanced Regrowth added from Expanded Options.
- Mind Rider now grants advantage on Intelligence Wisdom and Charisma saves rather than just charm or frighten. It's a small buff to the talent that gives it more situations where it's useful.
- Mind Thrust Talent Removed
- Surging Power is effectively the same, but now reduces Enhancing Surge to d4s when used (which is what Enhancing surge originally was).
- Phase Slash now allows you to spend additional psi points to make additional attacks against additional creatures you pass through as part of the same bonus action (and allows you to attack the same creature twice using Echoing Phase Slash).
- Psionic Weapon cost is reduced to 1 point, but it now scales (optionally) scales in cost when it scales in power. This means at levels 1-4 it's directly buffed, at levels 5-10 it's the same, and at levels 11+ it's slightly nerfed.
- Telekinetic Movement added from Expanded Options
Spells
- Altered Divide Self and the talent that leads to it (Divided Mind).
Feats
- Clarified the Inner Power Feat does not work on free points, just expended points.
Change Log 1.4.1
- Telepathy's terrifying modifier now lasts until the end of your next turn.
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Art Credits
- Cover/Class Image - Art by Adrytia45 - Copyright KibblesTasty
- Awakened Psion - Art by Trung Tin Shinji - Copyright KibblesTasty
- Disciple of the Ring - Magic the Gathering - Wizards of the Coast
- Syncopate - Magic the Gathering - Wizards of the Coast
- Elemental Psion - Art by Trung Tin Shinji - Copyright KibblesTasty