The Psion

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PSION

The Psion

Weathering the onslaught of a powerfully built bandit, a lean elf carefully blocks blow after frenzied blow, then picks a moment to counter with an unnaturally powerful attack of his own. Knocked breathless and suddenly feeling outmatched, the bandit turns to run, but barely takes a step before collapsing limply to the ground. As it lays twitching in the dirt, the elf grimly turns to face another bandit.

A human woman and her rakish male companion walk down a dark alley and approach a door, guarded by a Goliath. As they move to walk past the guard he stops them with a hand on the man’s chest, and asks for the password. After along pause the guard's hand on the man's chest tightens, grasping the man's shirt in his fist. The man worriedly looks over to the woman, who, staring intently at the guard, utters one word, firmly and confidently. The guard releases his grip, and with some disappointment steps aside.

An orc sees a dwarf conjure a flame into its hands and throw it forward through the air, landing in a line across the ground and erupting into a long wall of fire, consuming a number of his shrieking compatriots and splitting his fighting group in half. He rushes forward and swings his axe hard and true, knocking the dwarf back and cutting a large gash into its chest. The dwarf, unphased, steadies himself and faces the orc, and with a gesture of his hand hurls it through the air and into the conflagration.

These psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind: applying force with just a thought, controlling, concentrating, and magnifying the elemental energies around them, and invading the minds of other creatures, affecting their thoughts, feelings, and actions.

Another Kind of Power

Only the most wisened of psions, be it through self discovery or formal education, know that psionic power is born through the exposure of their resident plane to the Far Realms. They are divided, however, in their beliefs on the nature of that birth. Some believe that the ultimate source of psionic power lies within the Far Realms, while others believe that it’s a native power emergent in response to the Far Realms’ threats.

All users of the power, however, recognize the otherness of their abilities. Whereas arcane and divine magicians learn to sculpt and control power drawn from a source greater than themselves, psions strive through a combination of innate talent, practiced skill, and pure dedication of will to draw forth and wield a power that seems to spring from within themselves.

While many of the manifestations of this source of power do not differ discernibly from those of arcane or divine origin, many do. Psions tend to be capable of subverting a creature's conventional defenses entirely, making vulnerable or assaulting directly the creature's very core: their mind, their thoughts, their will, their senses, their emotions. Some psions are even able, with great focus, to wield their abilities with little or no outward indication of doing so.

The natural response to these abilities, especially in places where their occurrences are rare, is often times a reactionary fear, revulsion, and hatred.

The Weirding Way

Psionics are rare in nearly all places, and while some may find their way into psionic schools of learning, most are self-taught. The powers themselves typically do not begin to manifest until late into puberty or early adulthood for most races, and so most with the powers are already integrated into society before they ever discover they have them.

The hostile responses from individuals and communities exposed to psionic power can be a harrowing experience for those who wield it, and they oftentimes spark a determined survivalist streak in those who live through them. How that streak comes out in their behavior differs from psion to psion. Some devote themselves to hiding their abilities from others and practice them only covertly, while some do their best to disguise their powers as arcane or divine in origin. Some refuse to use them altogether. These psions are able to live relatively normal lives in all walks, though they carry with them the constant fear of discovery.

Other psions, however, choose another path: one of self-actualization, of seeking the realization of their full potential. They don't want to live fearfully within a society that rejects them, and they don't need to. Practicing with their powers constantly, gaining refined control, deepening their understanding and strength, pushing their endurance to new lengths, testing themselves against ever greater challenges: these psions are adventurers.

Creating a Psion

The most important aspect to consider when making a psionis how the otherness of their powers has affected their lives. How do they regard their own powers? How have their powers affected their relationships with the people closest to them? What was their life like before their powers emerged, and how was their life changed by their emergence? Another thing to keep in mind is which abilities first manifested themselves for the psion, and whether or not their associated disciplines will encourage them to choose a thematic psionic aptitude.

Quick Build

First, Intelligence should be your highest ability score, followed by Strength or Dexterity, and Constitution. Then choose the Cloistered Scholar background.

Class Features

As a psion, you gain the following class features.

Hit Points

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

The Psion
Level Proficiency Bonus Features Disciplines Known Spells Known Psi Points Spell Level Maximum
1st +2 Psionics, Combined Attack, Overdraw 2 3 2 1st
2nd +2 Mind Over Matter 2 4 4 1st
3rd +2 Psionic Aptitude 2 5 6 2nd
4th +2 Ability Score Improvement 2 6 6 2nd
5th +3 2 7 10 3rd
6th +3 Psionic Aptitude feature 3 8 10 3rd
7th +3 3 9 12 4th
8th +3 Ability Score Improvement 3 10 12 4th
9th +4 4 10 14 5th
10th +4 Psionic Aptitude feature 4 11 14 5th
11th +4 Discipline Mastery (6th) 4 11 18 5th
12th +4 Ability Score Improvement 5 12 18 5th
13th +5 Discipline Mastery (7th) 5 12 20 5th
14th +5 Psionic Aptitude feature 5 13 20 5th
15th +5 Discipline Mastery (8th) 6 13 22 5th
16th +5 Ability Score Improvement 6 14 22 5th
17th +6 Discipline Mastery (6th) 6 14 24 5th
18th +6 Psionic Aptitude feature 6 15 24 5th
19th +6 Ability Score Improvement 6 15 26 5th
20th +6 Perfect Mind 6 16 26 5th

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Two of your choice

Psionics

Psionic Disciplines

A psionic discipline is a set of conceptual, mental exercises that allows a psion to focus psionic power toward a directed end. Beginning with a single thread of discovery, a psion mayin time find themselves unraveling the mysteries of powers only previously imagined.

At 1st level, you know two psionic disciplines of your choice. Each discipline consists of an emergent ability and a spell list. When you learn a discipline you gain it’s emergent ability, and may choose spells from it’s spell list when you learn new spells.

The Disciplines Known column of the Psion table shows the total number of disciplines you know at each level; when that number goes up for you, you learn a new discipline.

Psi Points

You have a pool of mental strength represented by psi points. The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Psion table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish along or short rest. The number of psi points you have can’t go below 0 or over your maximum.

Manifest Mind

You can spend your psi points to cast a spell that you know. The number you must spend depends on the level of the spell, as noted in the table below. The spell you cast cannot exceed your maximum spell level as noted on the Psion character table. Psion spells cast in this way do not require material components.

Psi Point Cost For Spells
Spell Level Psi Point Cost
Cantrips 0 pts
1st 2 pts
2nd 3 pts
3rd 5 pts
4th 6 pts
5th 7 pts
6th 9 pts
7th 10 pts
8th 11 pts
9th 13 pts

Spellcasting Ability

Intelligence is your spellcasting ability for your psion spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Learning Spells of 1st Level and Higher

Each discipline has its own spell list. You know three 1st-level spells of your choice from the spell lists of the disciplines you know. Any spell you learn from a discipline’s spell list is a psion spell for you.

The Spells Known column of the Psion table shows when you learn more psion spells. When the number goes up for you, you learn a new spell. Each spell you learn must be chosen from the spell lists of the disciplines you know, and it must be of a level no greater than your spell level maximum (as noted in the Psion class table). For instance, when your each 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the psion spells you know and replace it with another spell from the spell lists of the disciplines you know. That spell must also must be of a level no greater than your maximum spell level.

Combined Attack

You can use your psionic abilities to strike out at a creature's mind and body in unison. When you make a weapon attack as part of an Attack action or a spell attack as part of casting a cantrip and the target of the attack is a creature within 120 feet of you, you can use a bonus action to force it to make an Intelligence saving throw versus your psion spell DC. If it fails, it takes psychic damage equal to your Intelligence modifier.

This damage increases by 1d6 when you reach 5th level in this class, and again by another 1d6 when you reach 11th (2d6) and 17th levels (3d6). This ability has no effect on mindless creatures.

Overdraw

In moments of need, when all you have left is the power of your determination, you can will yourself beyond the normal limits of your mental strength.

When you would otherwise be capable of casting a spell with your Manifest Mind ability but do not have enough psi points to do so, you may reduce the cost of the spell by half your Intelligence modifier (rounded up), cast the spell, and gain one level of Winded. Alternatively, you may reduce the cost of the spell by your Intelligence modifier, cast the spell, and gain one level of Exhaustion. You may not use this ability if you have any levels of Exhaustion.

Mind Over Matter

At 2nd level, when you would lose concentration on a spell because of a failed concentration check, you can use your reaction to instead continue maintaining concentration on the spell. Once you use this ability you cannot use it again until you complete a short or long rest.

Psionic Aptitude

At 3rd level, you begin to express a defining talent, represented by a psionic aptitude of your choice: Telekineticist, Telepath, Nomad, or Psychic Warrior. Your psionic aptitude gives you features when you choose it at 3rd level, and additional features at 6th, 10th, 14th, and 18th level.

Ability Score Increase

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.

Discipline Mastery (6th Level)

Your mastery of psionic energy and discipline techniques allows you to push your mind beyond its normal limits. When you reach 11th level in this class you learn a 6th level spell from the spell list of a discipline you know. This spell does not count toward your number of spells known.

You may cast a psion spell you know as a 6th level spell with your Manifest Mind ability. If you learned the spell through Discipline Mastery, you may instead cast the spell at 6th level without paying its psi point cost. Once you do so, you must complete a long rest before you can do so again.

Discipline Mastery (7th Level)

Your mastery of psionic energy and discipline techniques allows you to push your mind beyond its normal limits. When you reach 13th level in this class you learn a 7th level spell from the spell list of a discipline you know. This spell does not count toward your number of spells known.

You may cast a psion spell you know as a 7th level spell with your Manifest Mind ability. If you learned the spell through Discipline Mastery, you may instead cast the spell at 7th level without paying its psi point cost. Once you do so, you must complete a long rest before you can do so again.

Discipline Mastery (8th Level)

Your mastery of psionic energy and discipline techniques allows you to push your mind beyond its normal limits. When you reach 15th level in this class you learn an 8th level spell from the spell list of a discipline you know. This spell does not count toward your number of spells known.

You may cast a psion spell you know as an 8th level spell with your Manifest Mind ability. If you learned the spell through Discipline Mastery, you may instead cast the spell at 8th level without paying its psi point cost. Once you do so, you must complete a long rest before you can do so again

Discipline Mastery (9th Level)

Your mastery of psionic energy and discipline techniques allows you to push your mind beyond its normal limits. When you reach 17th level in this class you learn a 9th level spell from the spell list of a discipline you know. This spell does not count toward your number of spells known.

You may cast a psion spell you know as an 9th level spell with your Manifest Mind ability. If you learned the spell through Discipline Mastery, you may instead cast the spell at 9th level without paying its psi point cost. Once you do so, you must complete a long rest before you can do so again.

Perfect Mind

At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits.

  • When you roll initiative, you regain the use of your Mind Over Matter ability if it is expended.
  • You gain the Tireless feat if you don't have it already.
  • You suffer none of the frailty of old age, and you can't be aged magically.
  • For every 10 years that pass, your body ages only 1 year.
  • If you die, roll a d20. On a result of 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefit of one long rest.

Psionic Aptitudes

As a psion's abilities grow and mature a particular aptitude emerges. Whether through directed study and practice or through innate, natural talent, they develop a greater gift with one form of psionics over all others.

Telekineticist

Those with an aptitude for telekinesis apply force at a distance with nothing more than the effort of their thought, and enhance their own physical strength with that of their mind. Pushing, pulling, lifting into the air, and holding in place: no creature or object within sight long remains where a gifted telekinetic does not wish it to.

Bonus Discipline

At 3rd level, you learn the Telekinesis discipline. If you already know that discipline, you may choose another. This discipline does not count toward your number of disciplines known.

Bonus Spell

At 3rd level, you learn levitate from the Telekinesis spell list. It doesn't count toward your number of spells known.

Telekinetic Predisposition

Beginning at 3rd level, when you cast mage hand you can control the hand with a bonus action, and it can handle weight up to a number of pounds equal to ten times your Intelligence modifier (minimum 10).

Strength of Mind

Beginning at 3rd level, you may use your Intelligence in place of your Strength when making Strength (Athletics) checks and when performing high or long jumps.

Forceful Rebuke

Starting at 6th level, you can respond to overt aggression with a hindering force. When a creature that you can see targets you with an attack, you can use your reaction to cause the creature to become restrained until the end of the current turn.

You can use this ability a number of times equal to your Intelligence modifier and regain all uses when you complete a long rest.

Improved Strength of Mind

At 10th level, you gain the ability to move along vertical surfaces without falling during the move, and standing up from being prone costs you only 5 feet of movement.

Repulse

When you reach 14th level, you can use an action to force any number of creatures and unsecured or unattended objects of your choice within 30 feet of you to be thrown up to 15 feet directly away from you, knocking any creature prone.

Creatures size Huge and larger and objects weighing more than 500 lbs are unaffected by this ability. Once you use this ability you cannot use it again until you complete a long rest.

Mental Might

Beginning at 18th level, you can cast levitate as a 2nd level spell with your Manifest Mind ability without paying it's psi point cost. When you cast levitate at higher levels, you can target one additional creature or object for each spell level above 2nd, and until the spell ends you can use an action on your turn to move all targets effected by the spell simultaneously.

Telepath

Psions with a gift for telepathy can perceive the minds around them. Reaching out with their psionic senses, they feel and probe them, reading their thoughts and implanting their own, finding mental weaknesses and striking at the core of consciousness.

Bonus Discipline

At 3rd level, you learn the Telepathy discipline. If you already know that discipline, you may choose another. This discipline does not count toward your number of disciplines known.

Bonus Spell

At 3rd level, you learn detect thoughts from the Telepathy spell list. It does not count towards your number of spells known.

Telepathic Predisposition

Beginning at 3rd level, the range of your Telepathy emergent ability doubles, and you may use it to communicate with a number of creatures equal to your Intelligence modifier at the same time. If you are familiar with a creature, you do not need to see them to be able to communicate with them telepathically as long as they are still within range.

Additionally, when you cast detect thoughts, you can do so without providing the verbal or somatic components of the spell.

Mental Interference

At 6th level, you can harry a creature's mind with distracting thoughts and mental static. As a bonus action, you force a creature you can see within range of your telepathy to make an Intelligence saving throw vs your psion spell save DC. On a failure, the creature becomes mentally distracted until the start of your next turn.

For the duration of the effect, attacks made against the creature have advantage and the creature has disadvantage on all ability checks. It can repeat the saving throw each time it takes damage, ending the effect on a success. You can use this ability a number of times equal to your Intelligence modifier and regain all uses when you complete a long rest.

This ability has no effect on mindless creatures.

Mindsight

Starting at 10th level, you can detect and pinpoint the origin of nearby mental vibrations and energies. You know the exact location of every creature with 15 feet of you as long as the creature is not mindless, regardless of whether or not you can see or hear them. At 18th level, the range of this ability's detection increases to 30 feet.

Sap Psyche

At 14th level, you can use an action to probe and penetrate the consciousness of one creature that you can see within range of your telepathy. The target is left mentally jarred for one minute, and for the duration must make an Intelligence saving throw vs your psion spell DC at the beginning of each of it's turns. On a failure the creature slips into a catatonic state, becoming incapacitated until the start of it's next turn.

The effect ends early if the creature makes three successful saving throws against it. This ability has no affect against mindless creatures. Once you use this ability you cannot use it again until you complete a long rest.

Deft Telepath

Beginning at 18th level, you may cast detect thoughts as a 2nd level spell with your Manifest Mind ability without paying it's psi point cost. When you use an action to probe deeper with the spell, the target rolls it's saving throw with disadvantage. If it fails its saving throw it is unaware that you are probing it's mind.

Nomad

Nomads see things others don't, and make connections that others can't. Be it between different ideas and thoughts, or different places in space and time, their observant and curious nature drives them ever forward to new discoveries.

Bonus Discipline

At 3rd level you learn the Nomadic Step discipline. If you already know that discipline you may learn another. This discipline does not count toward your number of disciplines known.

Bonus Spell

At 3rd level, you learn misty step from the Nomadic Step spell list. It doesn't count toward your spells known.

Nomadic Predisposition

Beginning at 3rd level, you may cast the fold space cantrip as a bonus action. You also gain proficiency in a skill of your choice.

Superposition

Starting at 6th level, your control over your ability to traverse instant distances becomes so precise that you're able to halt yourself midstep, with one foot on either side of the dimensional threshold.

When you teleport, instead of leaving one space and occupying another, you may occupy both spaces. When you do, you take on an ethereal appearance, and you gain resistance to all damage and advantage on all saving throws until the end of your next turn. You see, hear, and may act from either space (but do not gain any extra actions or movement).

When the effect ends you choose which space to occupy, and the effect ends early if you are knocked unconscious, become incapacitated, or if you choose to end the effect as a free action on your turn. You can use this ability a number of times equal to your Intelligence modifier and regain all uses when you complete a long rest.

Breadth of Study, Depth of Knowledge

At 10th level you gain proficiency in a skill of your choice.

Whenever you make an ability check with a skill you are proficient in to recall knowledge on a subject, you make the check with advantage.

Temporal Step

Starting at 14th level, you begin to see shortcuts not only through space, but through time itself, allowing you to step briefly into the future. When you teleport, instead of leaving one space and occupying another, you may disappear from existence.

At any time before the start of your next turn you may use your reaction to reappear. If you do not, then you reappear at the start of your next turn. When you reappear, you do so in an unoccupied space that is a valid destination of the teleport that triggered this ability, and you immediately take an extra action.

Once you use this ability you may not use it again until you complete a long rest.

Dimensional Guide

Beginning at 18th level, you can cast misty step as a second level spell with your Manifest Mind ability without paying its psi point cost. Once per round when you teleport on your turn, you can allow one willing creature within 5 feet of you to teleport to an unoccupied space within 5 feet of your destination.

Psychic Warrior

All psions are capable of applying their psionic abilities in physical combat, but some have an easy prowess that develops into dangerous new capacities. Wielding thier armaments with their mind, bolstering their strikes with terrifying psionic power, channeling that power into themselves to gain supernatural speed, these psions are psychic warriors.

Bonus Proficiencies

At 3rd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor and martial weapons.

Psionic Bonding

At 3rd level, you can spend one minute intensely focusing on a weapon or shield that you are holding, forming an active psionic bond with it. You are proficient with an item while bonded to it, and any bonded item stowed on your persons can be brought to your unoccupied hand as a free action on your turn.

You can maintain a number of psionic bonds at a time equal to your Intelligence modifier, and forming a new psionic bond costs a number of psi points equal to twice the number of bonds you are currently maintaining. For example, if you bond to a weapon while you have no other psionic bonds active, you do not need to spend any psi points to form the bond. If you then bond to a second weapon, you must spend 2 psi points to form the bond. You may end any bond as a free action on your turn, and all bonds end when you complete a short or long rest.

Psychic Combat

At 3rd level, through constant, dedicated practice you've developed several methods of blending your physical and mental abilities to deadly effect. You gain two of the following techniques:

Call Weapon: You can summon a bonded weapon back to your unoccupied hand as a free action immediately after making a thrown weapon attack with it.

Homing Shot: You can use your mind to bend the path of projectiles that miss their target, guiding them back for another chance to strike. Once per turn, when you miss a ranged attack with a bonded weapon, you can spend 1 psi point to roll the attack again. If the second roll hits, the attack deals half damage.

Honing Bond: Weapons you are bonded with count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while you wield them. Beginning at 5th level, when forming a bond with a non-magical weapon you can spend 3 additional psi points to give the weapon a +1 bonus to attack and damage rolls. At 11th level you can spend 5 psi points to give the weapon a +2 bonus, and at 17th level you can spend 7 psi points to give the weapon a +3 bonus. This bonus lasts until your bond with the weapon ends.

Kinetic Strike: When you make a weapon attack, you may spend 1 psi point to psionically bolster the force of the attack. If the attack hits a creature size Large or smaller, the target must make a Strength or Dexterity saving throw (it's choice) against your psionic spell DC. On a failure, it is either shoved 5 feet away from you or knocked prone.

Mental Edge: When you draw a bonded weapon, or as a free action while holding a bonded weapon, you may begin wielding it with your mind instead of your body. When you do so, it levitates near you and attacks at the direction of your mind, requiring no hands to wield or load. All attacks with a levitating weapon use your Intelligence modifier for attack and damage rolls, but are otherwise made as normal.

A levitating weapon cannot be thrown, however, when you make an attack with a levitating melee weapon you may spend 1 psi point to target a creature up to 15 feet away from you.

A levitating weapon returns to your side immediately after any attack.

Mental Guard: You gain proficiency with shields. When you don a bonded shield, you can choose to wield it with your mind rather than your body. When you do so, it levitates near you and moves to intercept blows at the direction of your mind, requiring no hands to wield but only providing +1 to your AC.

Psychic Wounding: When you hit a creature with an attack made with a bonded weapon you may spend a number of psi points to intensify the pain of the wound, dealing an additional 1d8 psychic damage per psi point spent. At 3rd level you may spend up to 1 point per attack. This increases to 2 psi points when you reach 11th level, and 3 psi points when you reach 17th level.

You learn an additional technique when you reach 6th level in this class, and another at 14th level.

Psionic Surge

Starting at 6th level, you may use a bonus action to begin channeling your psionic power directly into your body, enhancing your speed and focus. Until the end of your next turn you can make up to two attacks when you take the Attack action, your movement speed increases by 10 feet, and attacks against you have disadvantage.

You are unable to cast spells using your Manifest Mind ability while the effect lasts, and you may end the effect early as a free action on your turn.

You may use this ability a number of times equal to your Intelligence modifier, and regain all uses when you complete a long rest. When you reach 14th level, you may make up to three attacks when you take the attack action and your movement speed increases by 15 feet.

Harness Adrenaline

Beginning at 10th level, once per round on your turn when you reduce a creature to zero hit points with a weapon attack or with your Combined Attack ability, you may gain temporary hit points equal to 1d8 + your Intelligence modifier. If you do so, you also regain 2 spent psi points.

Moment of Transcendent Focus

Beginning at 14th level, you may cast Steel Wind Strike as a 5th level spell with your Manifest Mind ability without paying the psi point cost. Once you do so, you cannot do so again until you complete a long rest.

Psychic Assailant

Beginning at 18th level, you exude an aura of harmful aggression. When you cast a cantrip with your Manifest Mind ability or use the attack action on your turn, all hostile creatures within 10 feet of you take psychic damage equal to your Intelligence modifier (minimum 1).

Disciplines

* indicates a new spell, listed at the end of this document.

Electrokinetics

You can conjure, concentrate, and control electrical energies, bending them to your will and wielding them like weapons within your immediate vicinity.

Emergent Ability

You learn the lightning helix cantrip.

Spell List

  • Thunderwave (Level 1)
  • Witch Bolt (Level 1)
  • Hungry Lightning (Level 2)*
  • Shatter (Level 2)
  • Lightning Bolt (Level 3)
  • Thunder Step (Level 3)
  • Storm Sphere (lvl 4)
  • Wall of Thunder (lvl 4)*
  • Thunder Clap (lvl 5)*
  • Chain Lightning (lvl 6)
  • Storm of Vengeance (lvl 9)

Empathy

You are sensitive to the emotional states of the creatures around you, and capable of altering them to your own liking.

Emergent Ability

You learn the friends cantrip.

Spell List

  • Cause Fear (Level 1)
  • Charm Person (Level 1)
  • Tasha's Hideous Laughter (Level 1)
  • Calm Emotions (Level 2)
  • Crown of Madness (Level 2)
  • Fear (Level 3)
  • Enemies Abound (Level 3)
  • Confusion (Level 4)
  • Charm Monster (Level 4)
  • World of Horror (Level 5)*
  • Eyebite (Level 6)
  • Power Word: Pain (Level 7)
  • Antipathy/Sympathy (Level 8)

Hydrokinetics

You can conjure, concentrate, and control water, bending it to your will and wielding it like weapons within your immediate vicinity.

Emergent Ability

You learn the ice lance cantrip.

Spell List

  • Create or Destroy Water (Level 1)
  • Ice Knife (Level 1)
  • Ice Sheet (Level 1)*
  • Water Whip (Lvl 1)*
  • Snilloc's Snowball Swarm (Level 2)
  • Tidal Wave (Level 3)
  • Wall of Water (Level 3)
  • Water Walk (Level 3)
  • Watery Sphere (Level 4)
  • Control Water (Level 4)
  • Cone of Cold (Level 5)
  • Maelstrom (Level 5)
  • Otiluke's Freezing Sphere (Level 6)
  • Wall of Ice (Level 6)
  • Tsunami (Level 8)

Mind Control

You are capable of invading the minds of other creatures, altering their mental states and compelling their actions to conform to your own will.

Emergent Ability

You learn the minor compulsion cantrip.

Spell List

  • Sleep (Level 1)
  • Command (Level 1)
  • Compelled Duel (Level 1)
  • Suggestion (Level 2)
  • Enthrall (Level 2)
  • Broken Will (Level 3)*
  • Hypnotic Pattern (Level 3)
  • Compulsion (Level 4)
  • Dominate Beast (Level 4)
  • Dominate Person (Level 5)
  • Geas (Level 5)
  • Mass Suggestion (Level 6)
  • Otto's Irresistible Dance (Level 6)
  • Dominate Monster (Level 8)
  • Power Word: Kill (Level 9)

Nomadic Step

You can see interdimensional thresholds that, crossed with a mere step, can move a creature incredible distances in the blink of an eye.

Emergent Ability

You learn the fold space cantrip.

Spell List

  • Uncanny Step (Level 1)*
  • There and Back Again (Level 1)*
  • Misty Step (Level 2)
  • Transposition (Level 2)*
  • Sinister Transposition (Level 3)*
  • Dimension Door (Level 4)
  • Far Step (Level 5)
  • Scatter (Level 6)
  • Teleport (Level 7)
  • Etherealness (Level 7)

Precognition

You have a tingling sense for what is about to happen, and can bend your slight foresight into powerful advantages.

Emergent Ability

You cannot be surprised.

Spell List

  • Shield (Level 1)
  • Precognitive Instincts (Level 2)*
  • Augury (Level 2)
  • Counterspell (Level 3)
  • Galvanize (Level 5)*
  • Foresight (Level 9)

Psychokinetics

You have a supernatural read on the senses of by nearby creatures, and can subtly alter them in ways that deeply change their perceptions of the reality around them.

Emergent Ability

You learn the minor illusion cantrip.

Spell List

  • Disguise Self (Level 1)
  • Illusory Script (Level 1)
  • Silent Image (Level 1)
  • Mirror Image (Level 2)
  • Blindness/Deafness (Level 2)
  • Phantasmal Force (Level 2)
  • Major Image (Level 3)
  • Visions of Disgust (Level 3)*
  • Hallucinatory Terrain (Level 4)
  • Phantasmal Killer (Level 4)
  • Mislead (Level 5)
  • Seeming (Level 5)
  • Mental Prison (Level 6)
  • Project Image (Level 7)
  • Illusory Dragon (Level 8)
  • Weird (Level 9)

Pyrokinetics

You can conjure, concentrate, and control flames, bending them to your will and wielding them like weapons within your immediate vicinity.

Emergent Ability

You learn the fire bolt cantrip.

Spell List

  • Burning Hands (Level 1)
  • Hellish Rebuke (Level 1)
  • Flaming Sphere (Level 2)
  • Scorching Ray (Level 2)
  • Pyrotechnics (Level 2)
  • Fireball (Level 3)
  • Fire Shield (Level 4)
  • Wall of Fire (Level 4)
  • Immolation (Level 5)
  • Investiture of Flame (Level 6)
  • Fire Storm (Level 7)
  • Incendiary Cloud (Level 8)

Telekinesis

You are capable of acting with physical force on the world around you using nothing but the strength of your mind.

Emergent Ability

You learn the mage hand cantrip. When you cast the spell, the hand is invisible if you choose.

Spell List

  • Catapult (Level 1)
  • Feather Fall (Level 1)
  • Disarm (Level 1)*
  • Telekinetic Throw (Level 2)*
  • Hold Person (Level 2)
  • Levitate (Level 2)
  • Otiluke's Resilient Sphere (Level 4)
  • Telekinetic Armor (Level 4)*
  • Hold Monster (Level 5)
  • Animate Objects (Level 5)
  • Telekinesis (Level 5)
  • Disintegrate (Level 6)
  • Force Cage (Level 7)
  • Reverse Gravity (Level 7)

Telepathy

You can touch, probe, and penetrate the minds of other beings.

Emergent Ability

You are able to communicate back and forth telepathically with any creature you can see within 60 feet of you, but you can only do so with one creature at a time. You don't need to share a language with the creature for you to understand each others telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Spell List

  • Dissonant Whispers (Level 1)
  • Speak with Animals (Level 1)
  • Daze (Level 2)*
  • Detect Thoughts (Level 2)
  • Zone of Truth (Level 2)
  • Nondetection (Level 3)
  • Sending (Level 3)
  • Speak with Plants (Level 3)
  • Modify Memory (Level 5)
  • Rary's Telepathic Bond (Level 5)
  • Scrying (Level 5)
  • Feeblemind (Level 8)
  • Power Word: Stun (Level 8)
  • Psychic Scream (Level 9)

Psychic Assault

You are capable of weaponizing your psionic abilities, aiming them towards your opponents with the intent to do harm.

Emergent Ability

You learn the mind sear cantrip.

Spell List

  • Mind Blast (Level 1)*
  • Psychic Contusion (Level 1)*
  • Overwhelm (Level 2)*
  • Soulknife (Level 2)*
  • Mind Spike (Level 2)
  • Psychic Ruin (Level 3)*
  • Psychic Torrent (Level 5)*
  • Synaptic Static (Level 5)
  • Psychic Scream (Level 9)

New Spells

Broken Will

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, you target one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you choose the target’s movement and action on its next turn. If you force the creature to cast a spell it cannot be of a level greater than the level at which you cast this spell, and any movement you force the creature to make ends immediately if it would take the creature into deadly terrain (such as into a pit of lava, or off of a cliff). On a successful save, the target is unaffected, and you can’t use this ability again on that creature again until you finish a long rest.

A creature is immune to this ability if it is immune to being charmed.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for every two slot levels above 3rd.

Daze

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, choose one creature you can see within 60 feet of you. That creature must make an Intelligence saving throw. On a failed save, the target is incapacitated until the start of your next turn or until it takes any damage.

A creature is immune to this ability if it is immune to being charmed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for every slot level above 2nd.

Disarm

1st-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, choose an object weighing no more than 10 pounds you can see that is being held by a creature within 60 feet of you. The creature holding the object must make a Strength saving throw. On a failure, the object is pulled from their grasp and thrown to the ground harmlessly up to 30 feet away from it in a direction of your choice.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional object for every slot level above 1st. The object does not need to be held by the same creature, but the creature holding it must also be within range.

Fold Space

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Instantaneous

As an action, you can teleport up to 10 feet from your current location to an unoccupied space that you can see. If you would pass through solid matter to move to that space, the spell emits a thunderous boom audible out to 300 feet.

Galvanize

5th-level enchantment


  • Casting Time: 1 reaction, which you take when you roll initiative
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

When you roll initiative, you can use a reaction to grant yourself and up to five creatures of your choice within 60 feet of you a +10 bonus to initiative.

Hungry Lightning

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, you lash out at one creature you can see within 60 feet of you with tendrils of lightning. The target must make a Dexterity saving throw. A target takes 2d10 lightning damage on a failed save, or half as much damage on a successful one. After a failed save, the creature is restrained until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may target one additional creature for every slot level above 2nd. Each additional target must be within 10 feet of one other target of this spell.

Ice Lance

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You launch a spear of ice toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d10 cold damage. If you score a critical hit, the creature's speed is reduced to 0 until the beginning of your next turn.

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

Ice Sheet

1st-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute

As an action, choose a point on the ground you can see within 60 feet of you. The ground in a 15-foot radius centered on that point becomes covered in ice for 1 minute. It is difficult terrain, and any creature that moves more than 10 feet on it must succeed on a Dexterity saving throw or fall prone. If the surface is sloped, a creature that falls prone in the area immediately slides to the bottom of the slope.

Lightning Helix

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a coil of radiant electricity. Make a ranged spell attack against a creature within range. On a hit, the creature takes 1d4 lightning damage, and electricity leaps from that creature to a different creature of your choice that you can see within 10 feet of it, dealing 1d4 lightning damage. If you choose yourself as the second target, instead of taking damage, you regain 1 hit point for each d4 rolled.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Mind Blast

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, choose one creature you can see within 60 feet of you. If the target has not readied its action to steel its mind against your psychic attack, the target takes 2d6 psychic damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every slot level above 1st.

Mind Sear

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You channel destructive psionic energy into a creature's mind within range. The creature must succeed on an Intelligence saving throw, taking 1d10 psychic damage on a failure.

The spell forces the creature to make additional saving throws when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level. Each time the creature fails the saving throw, it takes 1d10 psychic damage. The first time a creature succeeds on a saving throw, the spell immediately ends.

Minor Compulsion

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, choose one creature that you can see within range and that can hear you. That creature must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, the target immediately moves up to half its movement speed to an unoccupied square of your choice. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit. This movement does not provoke opportunity attacks.

Overwhelm

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. A target takes 3d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a creature can not take actions that would cause harm to other creatures on its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for every slot level above 2nd.

Precognitive Instincts

2nd-level divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: Concentration, up to 1 minute

As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, when an you make an ability check, you can use your reaction to reroll the die. You must use the new roll.

At Higher Levels. When you cast this spell using a 3rd-level spell slot, you can reroll one ability check or attack roll. When you cast this spell using a 4th-level spell slot, you can reroll one ability check, attack roll, or saving throw.

Psychic Contusion

1st-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, you target one creature you can see within 120 feet of you. The target must make an Intelligence saving throw. On a failure, the creature takes 1d8 psychic damage and has disadvantage on ranged attack rolls until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level above 1st.

Psychic Ruin

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, you create a 10-foot cube of psychic energy within 60 feet of you. Each creature in that area must make an Intelligence saving throw. A target takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a creature is stunned until the start of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the size of the cube increases by 5 feet for every two slot levels above 3rd.

Psychic Torrent

5th-level enchantment


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S
  • Duration: Instantaneous

As an action, you unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 5d8 psychic damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every slot level above 4th.

Sinister Transposition

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, choose one creature you can see within 120 feet of you. That creature must succeed on a Charisma saving throw or else you and that creature simultaneously teleport, swapping places. This spell fails if either of you can’t fit in the destination space.

Soulknife

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a sword of solidified psionic energy in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60).

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Telekinetic Armor

4th-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As a bonus action, your mind generates a tangible field of force that provides resistance to non-magical bludgeoning, piercing, and slashing damage. Your armor can be invisible or can appear as a colored glow, at your option.

Telekinetic Throw

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, choose one creature you can see within 60 feet of you. If the target is size Large or smaller, it must make a Strength saving throw. On a failed save, it is thrown up to 15 feet in a straight line away from you. If it collides with an immovable object, this movement immediately ends, the creature takes 1d10 bludgeoning damage for every 5 feet of travel. If the creature moves at least 15 feet before colliding with an immovable object, it is also knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you may either target one additional creature for every slot level above 2nd, or for one target the distance thrown increases by 5 feet.

There and Back Again

1st-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

As a bonus action, you teleport up to 20 feet to an unoccupied space you can see and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence.

Thunderclap

5th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

As an action, choose a point you can see within 60 feet of you. Thunder energy erupts in a 20-foot-radius sphere centered on that point. Each creature in that area must make Constitution saving throw. On a failed save, a target takes 5d8 thunder damage is knocked prone and deafened until the end of its next turn. On a successful save, a target takes half as much damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for every slot level above 5th.

Transposition

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

If you haven't moved yet on your turn, choose an ally you can see within 60 feet of you. As a bonus action, you and that creature teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can't fit in the destination space.

Uncanny Step

1st-level conjuration


  • Casting Time: 1 reaction, which you take when you are hit by an attack
  • Range: Self
  • Components: V
  • Duration: Instantaneous

When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. You then teleport up to 10 feet to an unoccupied space you can see.

Visions of Disgust

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You cause a creature to regard all other beings as horrid, alien entities. As an action, choose one creature you can see within 60 feet of you. The target must make a Wisdom saving throw. On a failed save, it takes 5d6 psychic damage, and until your concentration ends, it takes 1d6 psychic damage per creature within 5 feet of it at the end of each of its turns. On a successful save, the target takes only half the initial damage and suffers none of the other effects.

Wall of Thunder

4th-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A wall of thunder rises from the ground, appearing as a rippling distortion in the air, at a point you choose within range. You can make the wall up to 60 feet long, 15 feet high, and 5 foot thick. The wall lasts for the duration. Every foot moved through the wall costs 1 extra foot of movement.

The first time a creature moves into the wall's space each turn, or when it starts its turn there, that creature must make a Strength saving throw. On a failure, the wall emits a thunderous boom audible out to 300 feet, the creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If the creature is size Large or smaller, it is pushed back in a straight line to an unoccupied space up to 15 feet away from the wall and is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for every slot level above 4th.

Water Whip

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You summon a long, rubbery whip of pure water to lash out a creature or object in range. The target creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 bludgeoning damage, and you either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for every slot level above 1st.

World of Horror

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

As an action, choose up to six creatures within 60 feet of you. Each target must make a Wisdom saving throw. A target takes 5d8 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, the creature becomes frightened of every other creature it can see. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for every slot level above 5th.

Credits

Special thanks to octopus_rex for creating The Psion, which this is almost entirely based upon.

 

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