Psion v0.1

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The Psion

Psion v0.1

A young man meditates under a tree, holding a small bloody axe in his hand. A sudden look of shock and sadness comes across his face as he rises and looks behind a nearby boulder to find a patch of freshly dug dirt. He wept.
An elf is beckoned to a small stall in a crowded market. The fortune teller accepts some change from the elf and brings him to a small private room. At the smallest drop in the fortune teller’s guard, a knife flies from the shelf, slitting her throat, killing her and revealing her to be a Rakshasa in disguise.

The militia orcs howl their battle cries and surge forward charging. To their surprise, the human rabble holds its ground and fights with inexplicably ferocity. Suddenly, mindless fear clings to the orcs’ minds as they turn and run, never noticing the calm githyanki standing amid the humans and directing their efforts.
These are examples of those who are called Psions. They are wielder of psionics, a mysterious power that is cultivated from within. They are masters of their inner space and use it to change not only themselves but also the world around them.

Power of the Mind

Psionic power, as its users here named the Psions, has always been an alien element in a world of magic. Folks and most of people mistake the manifestations of such power as magic, maybe weirder than usual but hey, it's magic, you never know what's really going on. Different story for those who taps into the magical Weave and can feel that psionic power has no connection to it, making them wary of Psions and their powers; some magic wielders may be interested in those quite rare beings, while others may just be uncomfortable around them or even resent them, thinking they are an aberration to the world as they know it.
Psionic power is fueled by the mind, conscious or unconscious, by thoughts or emotions, but as for the quetion of where it really comes from, there is no right or definite answer: some say from an outer plane of existence, as the Astral Plane or the Far Realm, others that a psion mind is its own Weave, others from a underlying collective will of all Psions themselves, past, present and future. It's up to the DM choosing something that merges and fits well with how he imagined and shaped his world; letting the source of psionic power be an unsolved mistery is also a solid option.
Psions abilities include (but are not limited to) telekinesis, telepathy, mind reading and even space-time manipulation is not outside of their scope.

Eccentric Ones

Psions are always a careless thought away from harming those around them, since the line between intention and reality is thin for them. This greatly impacts their personality, especially who is gifted since childhood, and how they live. They either keep their thoughts and emotion in check, almost suppressed, resulting in odd and distant behaviors while developing weird wonts and habits to help them keep control, or they live in a world of their own, letting their emotion and thus their power run amok, autentic, wild and free.

Why this pamphlet?

Psionic power and users have always existed in every D&D edition, but in the 5th they still can't find their place (in official content ofc). This is an humble *giggle* attempt to suggest a way to make it happen. This is why it's only one class with a unique take on subclasses: they change the main ability score to focus on and in fact they are way more distant between themselves that subs in other classes. Reason is i don't believe wizard is willing to release 3 or more new classes just for psionic powers, so i tried stuffing all of them into one, following a bit the take on UA's Mystic

Psion
Level Proficiency
Bonus
Inner Psi
Points
Psi Limit Features Psionic Powers
1st +2 3 2 Psionics, Psionic Archetype, Telepathy 1
2nd +2 5 2 Archetype Feature, Focus 1
3rd +2 12 3 Archetype Feature 2
4th +2 15 3 Ability Score Improvement 2
5th +3 16 3 Psi Accumulation (1) 2
6th +3 17 5 Archetype Feature 2
7th +3 19 5 Greater Telepathy 3
8th +3 21 5 Ability Score Improvement, Archetype Feature 3
9th +4 23 5 Short Focus 3
10th +4 25 7 Resilient Mind 3
11th +4 26 7 Psi Accumulation (2) 3
12th +4 27 7 Ability Score Improvement 4
13th +5 28 7 4
14th +5 29 7 Archetype Feature 4
15th +5 30 9 4
16th +5 31 9 Ability Score Improvement, Reality Bending 4
17th +6 32 9 Psi Accumuation (3) 5
18th +6 33 9 Restless Focus 5
19th +6 34 9 Ability Score Improvement 5
20th +6 35 9 Psionic Body 5

Creating a Psion

When creating a Psion, consider your character's background. Some races may be more inclined to psionic powers than others. How did you become a Psion? Were you born with latent powers? Or did something happen to you granting your powers, like a reveletion, an epiphany or having touched/experienced a higher mind. 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?

Also choose your Trace, as explained in the Psionics, Components and Trace section.

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: Constitution
  • Skills: Choose two from History, Insight, Investigation, Medicine, Nature, 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

Psionics

Inner Psi Points

Starting at 1st level, you gain access to Psi Points used to fuel psionic Powers. You have a number of Inner Psi Points as detailed in the class table, and regain all spent points after completing a long rest. They represent a pool of inner psionic energy you have left (you can imagine them a bit as ki points of the mind). Whenever you are using psi points, both Inner and Outer (see Psi Accumulation at 5th lv), either by unleashing a Power or other features, you can't use at once more psi points than your Psi Limit, also detailed in the class table. For example, at level 4, you can spend at most 3 psi points on a psionic Power, Augments included.

Disciplines →Powers →Manifestations

Psionics Powers are categorized into 6 main branches (a bit like the 8 schools of magic), called Disciplines.

The 6 Disciplines are: Discipline of the Awakened, Discipline of the Egoist, Discipline of the ElementalBound, Discipline of the Enlightened, Discipline of the Nomad and Discipline of the Shaper.
All who awaken to Psionics are granted access to the general Discipline of the Awakened. At 1st lv you learn one Power of your choice from the Awakened list. You learn one more from such list at 3rd, 7th, 12th and 17th, as detailed in the class table. Each Power can manifest itself in a few ways, called Manifestations. You use a Manifestation as and when dictated in its description. So when saying you unleash a Power, it means you are using one of its Manifestations, perhaps with Augments.

Psionic Powers are suppressed by anti-magic field and can be dispelled with dispel magic, but counterspell has no effect on them. Any check required to dispel magic an effect from a psionic source 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. Generally speaking, psionic powers are considered magical for the purposes of interactions with other features.

Unleashing Powers

Once you know a Power, you can unleash any of its Manifestations by consuming the required psi points only from your Inner Psi Points pool. You can also increase the effect by using Augments of its Manifestation. The total cost of Manifestation + Augments must stay within Psi Limit. Some Augments require Inner Psi points but most can be fueled by either Inner or Outer.

Depending on your chosen Archetype you have a different Unleashing ability score, either INT, WIS or CHA. From now on this ability score is named Source. When you use Powers to make attacks or forcing saving throws, the following are used:

Power save DC = 8 + your proficiency bonus +

your Source modifier

Power attack modifier = your proficiency bonus +

your Source modifier
Spellcasting ↔ Power Unleashing

Here for briefness explanations are kept to a minimum, so if any problem or ambiguity arise, it may be resolved by refering to spellcasting rules, substituting spell with Power and cast with unleash. Anywhow, between what's written here and a look at the Powers everything should be quite clear.

Components and Trace

Powers are generally more direct and thus quick than spells. No Power require material components (some just an object on which the power is used) and you don't need focuses of sort, however some Powers require verbal or somatic components: for unleashing them you take precautions by abiding to determined personal wonts. For example to move an object telekinetically you move one of your hands to trace its path, or to forcefully invade and disrupt the mind of an enemy you shout a word or a short phrase.

Anyway all Psions have a distinctive visual characteristic that "turns on" when using psionics features or powers (and "stays on" while mantaining concentration on them), it is called the Trace. Each Psion have his own, always in the same form despite the power used. When others see it they generally understand some sort of magic or unnatural power may be going on. It can be a translucent halo around your head, eyes shining with light or turning into a abyss-like black, brimming energy originating from above your head, your skin darkens or brightens significally, your veins becomes visible and notably pulsing, etc. Decide in accordance to your DM, or make a list and roll to randomize.

Variant Rule Psionic Components

If the DM agrees, you can choose to unleash Powers that normally require components without them, by doing so you have a good chance to cause an additional out of control supernatural effect, strictly correlated to the Power used, often disruptive and negatively impacting for you.

Psionic Archetype

At 1st level you pick the archetype of Psion you embody, choosing from Ardent, Immortal, Mystic or Portent, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 2nd, 3rd, 6th, 8th, and 14th level. Your archetype grants you also access to more Disciplines beside the Awakened one, as detailed in their Psi Source features.

Telepathy

At 1st level you can communicate telepathically with any creature you can see within 60 feet of you, one at a time. 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. This is a one way comunication only, from you towards your target.

Focus

At 2nd level you know how to focus on a Power to gain a constant benefit from it. As a bonus action, you can choose a Power you know to focus on, gaining its focus effect; each Power has its focus effect detailed in it.
You can't have more than one focus at a time. You can use this feature a number of times per long rest equal to your Source modifier. Once you have used your last one, your focus is considered burned, meaning you still retain its effects, but you can't change it again until you complete a long rest. You retain the effects of a focus only while conscious.

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.

Psi Accumulation

When you reach 5th level your understanding of psionics deepens, as you learn to condense psionic energy on the boundary surface between your mind and your immediate surroundings. You gain a pool of Outer Psi points. The maximum amount of Outer Psi points you can have is equal to your Psi Limit. You maintain such pool with the strenght of your mind: if you fall unconscious or are stunned you lose all Outer Psi points. You can spend Outer Psi points only on Augments that don't have Inner Psi in their cost. While doing so, you still cannot spend at once total psi points beyond your Psi Limit.
At the start of each turn if you are not stunned or unconscious you gain 1 Outer Psi point. At 11th level this is increased to 2 Outer Psi points, at 17th level this is increased to 3. Thus, unless you just used some Outer Psi points, outside of combat (and not asleep since you are unconscious then) and at the start of it you are considered to always have Outer Psi points equal to your Psi Limit.

Greater Telepathy

At 7th level your telepathy becomes stronger. Its range is increased to 120 feet and the target can answer you telepathically if it whishes so.

Short Focus

At 9th level you learn to better adapt your focus. Your focus unburns also at short rests, meaning you regain any expended uses of changing your focus when you finish a short or long rest.

Resilient Mind

At 10th level your trained mind becomes flawless. You gain psychic damage resistance, you become immune to charm, frightened and stunned conditions and magic can't put you to sleep. Also mind reading and other magical effects attempting to control or influence your mind are negated if you don't allow it.

Reality Bending

At 16th level you become so powerful that, even if for a moment, your mind can overwrite reality itself. When you complete a long rest, choose one effect from the four below to gain it until you long rest again. You can use such effects only once per long rest.

  • Denial: As an action, undo a recent event you witnessed happening in the last or present round, nullifying its effects.
  • Destiny: As a bonus action, until the end of your next turn, you can choose to automatically succeed any attack rolls and saving throws and make any attack rolls made against you fail.
  • Power: As a bonus action, your next Power this turn deals maximum damage.
  • Time: As a bonus action, gain another turn at the end of the current one.

Restless Focus

At 18th level your focus becomes everchanging. Your focus unburns at the start of your turn.

Psionic Body

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:

  • Your Source ability score increase by 4. Your maximum for that score is now 24.
  • You no longer age.
  • You are immune to disease, poison damage, and the poisoned condition.
  • If you die, roll a d20. On a 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 benefits of one long rest.

Balanced?

To make so that you can't cast ad infinitum "spell level" effects outside of combat, Outer psi needed to be put on certain augments only, this way it's bounded by the inner pool that works as daily spell slots; and make no mistake, you have quite the limited pool compared to full casters: as rule of thumb this is a table of conversion for Inner psi

Psi 1 2 3 4-5 6-7 8-9
Spellslot lv 1 1, 2 2, 3 3, 4, 5 4, 5, 6 5, 6, 7

this shows that going by inner psi only, psion would be an half caster class; the outer psi give it the other half. Also to remedy the lack of 7+ spell power there are the reality bending feature and the fact that the 18th (endless use of burn focus feature in archetype) and 20th lv ones are quite powerful. This doesn't cancel out the advantage full casters gains at high level from the possibility to cast 7th, 8th and 9th lv spells (as in the warlock, where you basically get them) but it's not meant that way: psionic powers are much more customizable, allowing you to tailor the psi used on the right level for the task, on average wasting less than spells. So full magic user may have bigger one-shot impacts, but Psions are more constant and well versed at micromanaging.

As for now i feel this class is overall a bit too powerful at middle levels. Besides it has a lot of features (considering the archtype also) for a "spellcasting" class, but for now i'm keeping them all since when designing, for me at least, it's easier to remove something than to create it. Moreover it's nice to have more cues here and there. Balancing this Psion it's not so easy: the unique mechanic of gaining constant fuel for "spell-like" effects, the Psi Accumulation, makes so that the longer the fights last, the more the balance shift in Psion favor. Also the fact you start each combat with Psi Limit outer psi points means the more you have fights in the day the more strong this is compared to other classes. All this is compensated by having the aforementioned smaller pool and not having cantrip-like manifestations scale: you have damaging powers at 0 psi but they don't automatically increase at 5, 11 and 17 lv, that's where psi acumulation kicks in. You can either use the gained outer psi to bring your "cantrip" on par with the norm each turn, or accumulate it to cast other powers with stronger augments.
This unique mechanic it's what makes the Psion different, feeling alien compared to magic users not only flavourwise but also while playing it too. All to breathe some fresh air in the D&D world.

Psionic Archetypes

Ardent

An Ardent psionics power comes mainly from feelings. Ardents are very straightforward when speaking to others, why lie or beat around the bush when you can feel others emotions and make them feel yours too?
An Ardent Psion's power is most often an innate force they struggle to understand or control, a reflection of their state of mind and mood projected onto the world around them, often to devastating results.
An Ardent's life is often colorful and difficult to frame.

Empatic Master

At 1st level when you select this Archetype, your psionics innately enforce your presence on others. Choose between Intimidation or Persuasion: you gain proficiency bonus on the chosen skill, or if you are already proficient your prociciency bonus is doubled for making any ability check that uses the chosen skill.

Psi Source

At 1st level when you select this Archetype, Charisma becomes your Source ability score. You also gain proficiency on Charisma saving throws.
Moreover, you gain access to more Disciplines: choose between Discipline of the Egoist or Discipline of the ElementlBound. Your choice becomes your main Discipline and you learn one Power of your choice from it. You can learn one more when reaching level 5th, 9th and 15th.
At 2nd level you master the other Discipline you did not choose before, which becomes your secondary Discipline: choose and learn one Power from it. Choose again at 8th and 13th level.

The table below summarize when you learn Powers


Level Awakened
powers known
Main powers
known
Secondary
powers known
1st 1 1
2nd 1 1 1
3rd 2 1 1
5th 2 2 1
7th 3 2 1
8th 3 2 2
9th 3 3 2
12th 4 3 2
13th 4 3 3
15th 4 4 3
17th 5 4 3

Flamboyant Life

At 2nd level your extravagant behavior has led you to more than one fray. You gain proficiency with medium armor, shields and 3 weapons of your choice.

Rapture

At 2nd level your passionate feelings can empower your psionics. Once per turn when dealing damage or restoring hp with a Power, you can choose to Rapture: make a CHA saving throw, with

Rapture save DC = 8 + number of times you have raptured

on a success, you can roll one additional die of the same damage or healing (if more than on type of dice is used, add the highest one). If you fail, you gain one level of Exhaustion instead.
The Rapture's DC resets when you complete a long rest.

Emotion Aura

At 3rd level you can diffuse an aura that invigorates your allies. As a bonus action, you can burn your focus to make its effects also apply on creatures of your choosing within 10 feet from you. If the focus was from a Mantle Power, its effect is increased by 20 feet instead.

Fickle Nature

At 6th level your emotional outbursts becomes stronger. When you Rapture with a Power, you can invest one free psi points (you don't use neither inner or outer) in any of its augments, outside of the psi limit. At 13th level you can invest two free psi points in such way.
Also your Raptures ending in a success leave you in the Euphoria state:

  • +10 feet to movement speed and +1 to CA and DEX saving throws until the end of your next turn.

Your Raptures ending in fail leave you in the Enrage state instead:

  • +2 to damage rolls until the end of your next turn.

Persistent Psion

At 8th level your lingering powers still hurt your foes. Enemies still take half damage when you miss them with a Power attack.

Ineluctable and Erratic

At 14th level you learn to overcome enemies defences and become unpredictable. When dealing acid, cold, fire, lightining, thunder damage or psychic damage with a Power, you bypass enemies' resistances and treat enemies' immunities as if they were resistances. Also immediately after you Rapture, you can teleport 30 feet in a place you can see.

Immortal

Immortal Psions are experts at using their psionics mainly on their bodies. They focused more on training and fighting than on expanding the power of their minds.
On the battlefield they are formidable opponents, empowering their strikes with psionics and surrounding themselves with invisible barriers, they are hard to take down.

Body over Mind

At 1st level when you select this Archetype, you have increased resilience at the expense of lesser psionics. Your maximum hp increase by COS modifier + your Immortal level, while your Inner Psi points decrease by your immortal level. Also your Psi Limit is decreased by 2, to a minimum of 1. Moreover, you don't learn the Awakened Power at 1st level. All these changes are summarized in the table below the Psi Source paragraph.

Psi Source

At 1st level when you select this Archetype, Intelligence becomes your Source ability score. You also gain proficiency on Intelligence saving throws.
Moreover, you gain access to the Discipline of the Shaper: choose and learn one Power from it. You can choose one more when reaching level 5th, 9th and 15th.

Immortal

Level Inner Psi
Points
Psi Limit Awakened
powers known
Shaper
powers known
1st 2 1 1
2nd 3 1 1
3rd 9 1 1 1
4th 11 1 1 1
5th 11 1 1 2
6th 11 3 1 2
7th 12 3 2 2
8th 13 3 2 2
9th 14 3 2 3
10th 15 5 2 3
11th 15 5 2 3
12th 15 5 3 3
13th 15 5 3 3
14th 15 5 3 3
15th 15 7 3 4
16th 15 7 3 4
17th 15 7 4 4
18th 15 7 4 4
19th 15 7 4 4
20th 15 7 4 4

War Master

At 1st level when you select this Archetype you have the experience of a seasoned fighter. You gain proficiency in medium and heavy armor, shields and martial weapons.

Fighting Style

At 2nd level you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee w eapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Psionic Shield

At 3rd level you learn to focus to endure incoming damage. As a reaction when taking damage, you can burn your Focus to halve the damage taken.

Extra Attack

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

Psi Barrier

At 6th level you learn to encase yuourself in psionic force both for defending and offending purposes. As a bonus action, you gain temporary hp equal to your INT modifier + your current Inner Psi points. A creature damaging you with a melee attack while you have these temporary hp takes damage equal to your proficiency modifier + your current Outer Psi points.

This feature is quite powerful to make up for the low hp level (1d6 + 1 = 1d8) this build has despite aiming to be a tank, a sort of psionic paladin (battlemind if you're familiar with older editions). Before lv 6 the compensation was the further COS modifier to hp from the Body over Mind.

Psion Fighter

At 8th level your strikes are enveloped in psionic energy. Once per turn you can add 1d8 to the damage of a weapon attack.

Immortal Will

Starting at 14th level, you can draw on your reserves of psionic power to survive beyond death. At the start of your turn while at 0 hit points, you can spend 4 Inner Psi points to immediately regain a number of hit points equal to your immortal level + your Constitution modifier.

Mystic

Those who take the path of the Mystic are the most puzzling ones. They usually wander through lands and planes to find answers to questions others didn't even know existed. They are undisputed masters at seeing beyond the mundane and their otherwordly knowledge is inexplicable. Very few dare to look them in the eyes, being afraid of revealing their own deepest secrets or fears.

Wise Master

At 1st level when you select this Archetype, your senses of what it seems and what it is sharpen. You gain proficiency in the Insight and Perception skills, or if you are already proficient your prociciency bonus is doubled for making any ability check that uses the chosen skills.

Psi Source

At 1st level when you select this Archetype, Wisdom becomes your Source ability score. You also gain proficiency on Wisdom saving throws.

Moreover, you gain access to more Disciplines: choose between Discipline of the Enlightened or Discipline of the Nomad. Your choice becomes your main Discipline and you learn one Power of your choice from it. You can learn one more when reaching level 5th, 9th and 15th.
At 2nd level you master the other Discipline you did not choose before, which becomes your secondary Discipline: choose and learn one Power from it. Choose again at 8th and 13th level. You may refer to table at page 7.

Breadth of Knowledge

At 2nd level, you gain the ability to extend your knowledge. When you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.

Memory of One Thousand Steps

At 3rd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can burn your focus to teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you.

Psionic Investigation

Starting at 6th level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a psionic Power), you learn a few basic facts about it. You gain a mental image from the object’s point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object’s perspective. You see and hear such events as if you were there, but can’t use other senses. Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object’s location relative to you (its distance and direction) and to look at the object’s surroundings from its point of view as if you were there. This perception lasts until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Quick Meditation

At 6th level you need less time to replenish your reservoir of psionic energy. Once per long rest, while you are short resting you can enter a state of trance for half the duration of the short rest, to restore Inner Psi points equal to half you Mystic level, rounded up.

Expert Psion

At 8th level your mind powers becomes more insidious. Enemies cannot have advantage on INT/WIS/CHA saving throws made against your Powers.

Spectral Form

At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. When you do so, unburn your focus. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can’t willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it. Once you use this feature, you can’t use it again until you finish a long rest.

Portent

Those who are naturally gifted in the psionics and freely taps into it at their own leisure are the Portents. Lifting a weight with one hand or telekinesis are one and the same for them. They are able to use most of what is available to a Psion with little effort, sometimes doing more than one task at a time.

Mind Master

At 1st level when you select this Archetype, your mental capacity enhances your reasoning. You gain proficiency in the Investigation and Nature skills, or if you are already proficient your prociciency bonus is doubled for making any ability check that uses the chosen skills.

Psi Source

At 1st level when you select this Archetype, Intelligence becomes your Source ability score. You also gain proficiency on Intelligence saving throws. Moreover, you gain access to more Disciplines: choose any Discipline aside from the Awakened one. Your choice becomes your main Discipline and you learn one Power of your choice from it. You can learn one more when reaching level 5th, 9th and 15th.
Also choose a Power from any Discipline aside from your primary one: you can select and learn it. Choose again at 2nd, 6th, 8th and 13th level.

Psionic Surge

At 3rd level you can focus to make your powers stronger. When unleashing a Power, you can burn your focus to give disadvantage to one creature on saving throws made against it.

Psion Mastery

At 6th level your mastery of psionic energy allows you to push your mind beyond its normal limits. As a bonus action, you gain maximum Outer Psi points and for one minute you can use Outer Psi points as if they were Inner. Moreover during this minute you can keep multiple concentrations from Powers unleashed using only Outer Psi points, as long as you are not keeping other concentrations. You make saving throws for them separately.
You can use this feature once per long rest. At level 13th and 17th you gain one additional use per long rest.

Potent Psion

At 8th level you learn to infuse more energy in your basic powers. When unleashing a Power with basic cost (before Augments) of 1 or less psi points, add your INT modifier to its damage rolls.

Dual Focus

At 14th level even your focus can be multitasked. You can now retain a maximum of two focus effects at a time, when using the bonus action you can change both and you burn them separately.

Psionic Powers

This section describes all the known psionics Powers, presented by Discipline. Below here a quick list.

Discipline of the Awakened

Astral Manifestation
Energy Flow
Intellect Fortress
Kinetic Conduit
Mind Touch
Psionic Restoration
Psychic Assault
Spacebender
Time Mastery

Discipline of the Egoist

Crown of Famine
Crown of Rage
Crown of Sorrow
Mantle of Bravery
Mantle of Joy
Mantle of Fear
Psychic Disruption

Discipline of the ElementalBound

Air Bender
Cryokinetic
Earth Bender
Elektrokinetic
Pyrokinetic
Water Bender
Weather Conduit

Discipline of the Enlightened

Higher Mind
Precognition
Psychic Inquisition
Third Eye
Yang Mastery
Yin Mastery

Discipline of the Nomad

Celerity
Nomadic Arrow
Nomadic Step
Psychic Phantoms
Unseen Traveler
Wandering Mind

Discipline of the Shaper

Bestial Form
Corrosive Metabolism
Diminution/Giantification
Iron Durability
Psionic Aegis
Psionic Augmentation

Discipline of the Awakened

Astral Manifestation

Awakened Power


Focus: When you summon creatures or contructs, you gain temp hp equal to your psion level.

+Accustomed (2 Inner psi): No concentration required.

Psi Shard


  • Cost 1+ Inner psi
  • Unleash Time: 1 Hour
  • Range: 10 feet
  • Duration: Instantaneous
  • Components: A cristal shard or gemstone woth at least 10gp, which becomes the Psi Shard

You infuse a little of your mind into a shard, giving it limited sentience. The shard rises and start floating, becoming animated. Use the Psi Shard form presented at the end of this document. The shard has hp equal to the amount of psi points spent. It has its own physical stats, but uses yours for INT, WIS and CHA. When infusing your mind into it, you leave a trace of how you're feeling, giving the shard one trait from its Temper section. Your shard acts independently of you, but it always obeys your commands. In combat, it takes its turn immediately after yours. The shard can’t attack, but it can take other actions, limited by its form and Temper. When the shard drops to 0 hit points, it crumbles to dust, leaving behind no physical form.

While the shard is within 30 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through its senses until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one Psi Shard at a time. Using this manifestation to animate another shard destroys the previous one.

As a bonus action, while the shard is within 30 feet, you can shatter it, destroying the shard, to regain inner psi points equal to its hp or the psi points last spent on this manifestation, whichever is lower.

Finally, when you unleash a Power, your shard can deliver it as if it had unleashed the Power. Your shard must be within 30 feet of you, and it must use its reaction to deliver the Power when you unleash it. If the Power requires an attack roll or impose a saving throw, you use your attack modifier and save DC for the rolls.

Project Item


  • Cost 0 Inner psi
  • Unleash Time: 1 Action
  • Range: Touch
  • Duration: Conc. up to 1 minute

You conjure a non-magical, non-living object whose design you understand in your hand. The object is clearly of ethereal nature, must fit in a 1 foot cube and weight no more than 10 pounds.

+Empowered (1+ psi): For each psi point spent, increase the cube limit by 2 feet and the weight limit by 50 pounds

+Extended (2 Inner psi): The duration becomes Conc. up to 1 hour

Astral Conjuring


  • Cost 3 Inner psi
  • Unleash Time: 1 Action
  • Range: 50 feet
  • Duration: Conc. up to 1 minute

Choose an unoccupied space within range. You conjure an ethereal Animated Armor in it. Use stats in Basic Rules, without the Antimagic Susceptibility (if dispelled it vanishes) and False Appereance properties. As part of the summoning and on subsequent turns as a bonus action, if you are within range you can control the armor , which otherwise stays motionless. If your concentration is broken, the armor reaches 0 hp or you dismiss it as a free action, the armor vanishes.

+Empowered (1+ psi): The armor gains a bonus to its attack and damage rolls equal to psi points spent. Moreover, it gains 10 max hp for each point spent

+Donning (2 psi): The casting time becomes 1 Reaction, which you can take when you are targeted by an attack or about to make a DEX saving throw. You instead summon the armor on yourself. While you are incapsulated in the armor you are considered as one creature, you cannot control it as it moves with you, your AC becomes 18 if it was lower, you have disadvantage on DEX saving throws and the armor takes all damage in your place except for Psychic and Poison damage. If damage exceeds its remaining hp, you take any leftover damage. As an action you can detach from the armor, returning to the base manifestation form.

+Spectral Weaponry (6 psi): As part of the same action you create a set of animated weapons, up to 10. You can control them all together in the same way as the armor. For their stats, properties and attacks refer to the Animated Objects spell, Small Objects.

Energy Flow

Awakened Power


Focus: You don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it.

+Quick (2 psi): Unleash time 1 bonus action instead

Energy Beam


  • Cost 0 Inner psi
  • Unleash Time: 1 Action
  • Range: 90 feet
  • Duration: Instantaneous

You launch an energy beam at a target that you can see within range. You choose acid, cold, fire, lightning or thunder for the type of damage, and then make a ranged power attack against the target. If the attack hits, the the target takes 1d8 damage of the type you chose.

+Empowered (1+ psi): For each psi point spent, increase damage by 1d8.

+Cantrippy (0 psi): Instead of a power attack, target makes DEX saving throws, taking the damage on a fail or no damage on a success.

+Multibeam (4 psi): You can choose and attack up to 3 different targets in range.

Energy Adaptation


  • Cost 3 Inner psi
  • Unleash Time: 1 Action
  • Range: Touch
  • Duration: Conc. up to 1 hour

You or a creature you touch ignores the effect of extreme heat or cold (but not cold or fire damage) and gain resistance to one of acid, cold, fire, lightining or thunder damage for the duration.

+Added Element (3+ psi): For each 3 psi points spent, you can give the target one additional resistance from the list

+Elemental Immunity (3 psi): Target gain immunity to selected damage instead..

+Accustomed (2 Inner psi): No concentration required.

Energy Barrier


  • Cost 2 Inner psi
  • Unleash Time: 1 Reaction, when target takes elemental damage
  • Range: 30 feet
  • Duration: 1 round
  • Components: V

When you or a creature you see in range take acid, cold, fire, lightining or thunder damage, you create a barrier around the target, to reduce such damage by 5. This reduction is applied on the target until the end of your next turn.

+Empowered (1+ psi): For each psi point spent, reduce it by 5 more.

+MultiTarget (2+ psi): For each two psi points spent, choose one more target to apply the barrier to.

+Absorbtion (2 psi): Each time damage is reduced this way, gain 1 outer psi point.

Intellect Fortress

Awakened Power


Focus: You have advantage on concentration saves.

+Multitarget (1+ psi): For each psi point spent add one more target

Thought Shield


  • Cost 2 Inner psi
  • Unleash Time: 1 Action
  • Range: Touch
  • Duration: 8 hours

You or a creature you touch gain the following benefits for the duration: target mind can't be read or detected, no creature can speak telepathically to target unless is allowed to, advantage on checks and saving throws concerning to lying and telling the truth.

+Deceptive (1 Inner psi): Also spells, Powers and other magical effects always perceive the target as telling the truth

+Reactive (1 psi): Unleash time becomes 1 Reaction, which you take when target mind is being scried.

Mental Barrier


  • Cost 2 Inner psi
  • Unleash Time: 1 Reaction, when target make INT/WIS/CHA saving throw
  • Range: 30 feet
  • Duration: 1 round

When you you or a creature in range are forced to make a INT/WIS/CHA saving throw, target gain advantage on such savings and psychic damage resistance until start of your next turn.

+Extended (1 Inner psi): The duration becomes concentration, up to 1 minute.

+Long Range (1 psi): The range becomes 90 feet.

+Crowd Control (3 psi): You can select up to 8 targets.

Counter Power


  • Cost 3+ Inner psi
  • Unleash Time: 1 Reaction, when target unleash a Power
  • Range: 60 feet
  • Duration: Instantaneous

When a creature you see in range is unleashing a Power, if it has spent less or equal than this manifestation psi base cost (prior to Augments), the Power fails and has no effect. If it was unleashed with more, make an ability check using your Source modifier with DC equal to 10 + psi points spent. On a success the creature's Power fails and has no effect.

+Backlash (1+ psi): On a succesfull counter, deal 2d10 Ppsychic damage to the creature for each psi spent.

+Forgetful (2 psi): On a succesfull counter, the creature can't use again that Power for 1 minute.

+Stealing (3 psi): On a succesfull counter, as part of the same reaction you can unleash the countered Power, using your power attack modifier and DC.

Kinetic Conduit

Awakened Power


Focus: You can use your bonus action to manipulate or move one object within 30 feet of you. The object can’t weigh more than 10 pounds, and you can’t affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. This allows you to open an unlocked door, pour out a beer stein, and so on.

+Automatic (1 psi): Remove any component requirements

Psionic Catapult


  • Cost 0 Inner psi
  • Unleash Time: 1 Action
  • Range: 120 feet
  • Duration: Instantaneous
  • Components: S

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 1d12 bludgeoning damage.

+Empowered (1+ psi): For each psi spent increase damage by 1d12 and double the object's weight limit.

+Grasping (2+ psi): You can now target a creature instead of an object. Condition for the creature size in the table below. The creature must make a STR save against your power save DC. On a fail you can move it as the manifestation dictates and if it impacts against either the other creature failing the DEX save or a solid surface it takes the damage.

Points Cost Auto fail STR save Maximum size, advantage STR save
2 Tiny Large
4 Small Large but no advantage
6 Medium Huge
8 Large Gargantuan

Inertial Armor


  • Cost 3 Inner psi
  • Unleash Time: 1 Action
  • Range: Self
  • Duration: 8 hours

For duration, you gain resistance to force damage and while not wearing armor your AC becomes 10 + DEX modifier + Source modifier. If you are critically hit both effects end. You can also end it as an action.

Levitation


  • Cost 2 Inner psi
  • Unleash Time: 1 Action
  • Range: 60 feet
  • Duration: Conc.up to 1 minute
  • Components: S

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. This manifestation can levitate a target that weighs up to 250 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

+Accustomed (2 Inner psi): No concentration required

+Extended (1 Inner psi): Duration becomes concentration up to 10 minutes

+Empowered (1+ psi): For each psi spent weight limit doubles.

+Long Range (1 psi): Range becomes 120 feet

+MultiTarget (2+ psi): You can add one more target for each 2 psi spent.

Telekinetic Barrier


  • Cost 2 Inner psi
  • Unleash Time: 1 Action
  • Range: 60 feet
  • Duration: Conc.up to 1 minute
  • Components: S

You create a transparent wall of telekinetic energy, at least one portion of which must be within 60 feet of you. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of five 10-foot-by-10-foot panels. Each panel must be continguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall while it's intact. It can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. Each 10-foot section of the wall has an AC of 10 and 15 hit points.

+Extended (2 Inner psi): Duration becomes concentration up to 10 minutes

+Empowered (2+ psi): For each 2 psi spent, you can create 5 more 10-foot-by-10-foot panels or increase the radius by 5 feet.

+Unbreakable (3 psi): The wall is immune to all damage.

Mind Touch

Awakened Power


Focus: You can use your telepathy ability with up to six creatures at the same time.

+Sneaky (1 psi): Remove any component requirements and your trace doesn't light up.

+Accustomed (2 Inner psi): No concentration required.

+Extended (2 Inner psi): Duration becomes concentration up to 8 hours.

+One Way (2 psi): You don't take damage when the target takes it.

Psychic Grip


  • Cost 5 Inner psi
  • Unleash Time: 1 Action
  • Range: Your telepathy range
  • Duration: 1 round
  • Components: V

You take control over a creature you can see in range. Target makes an INT saving throw. On a fail you control its actions its next turn. If it succeeds it is immune to this manifestation for one day.

+Extended (2 psi): Duration becomes concentration up to 1 minute and you control its actions for the duration, but each time target takes damage it makes a new INT saving throw, ending the effect on a success.

+MultiTarger (2+ psi): For each 2 psi spent, you can target one more creature.

Psionic Restoration

Awakened Power


Focus: As a bonus action, you can touch a creature at 0 hp to stabilize it.

+Hinder/Aid (1 psi): Next d20 roll made by target in the next 10 minutes you can choose to roll a d6 and add or subtract it to the result.

Psionic Drain


  • Cost 0 Inner psi
  • Unleash Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous

Make a melee power attack on a creature within your reach. On a hit, target takes 1d8 necrotic damage. If this manifestation kills the target, gain 1 outer psi point.

+Deeper (2 psi): If this manifestation kills the target, regain also 1 Inner psi point.

+Empowered (1+ psi): For each psi spent, add 1d8 to the damage roll.

+Life (2 psi): Also you regain hp for half damage dealt.

Restore Wounds


  • Cost 1 Inner psi
  • Unleash Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous

A creature you touch regains 1d8 hp.

+Lesser Curing (2 Inner psi): You can also end one disease or a condition between blinded, deafened, paralyzed, or poisoned to the target.

+Greater Curing (4 Inner psi): You can also reduce target exhaustion level by one, or remove an abiity score or max hp reduction, or one permanent effect caused by a psionic source.

+Empowered (2+ psi): For each 2 psi spent, target regain an additional 1d8 hp.

Defibrillation


  • Cost 4 Inner psi
  • Unleash Time: 1 Action
  • Range: Touch
  • Duration: Instantaneous
  • Components: S

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This manifestation can't return to life a creature that has died of old age, nor can it restore any missing body parts. Both you and the target gain one level of exhaustion.

+Regenerating (2 Inner psi): Unleash time becomes 1 minute and the creature may have died within the last 24 hours instead. You can also regenerate missing body parts, as long as the head and torso are in decent condition. Both you and the target gain one more level of exhaustion.

+Conscience Transferring (4 Inner psi): Unleash time becomes 10 minutes and the creature may have died within the last 10 days or just be unconscious instead. For successfully unleashing this manifestation you need the target head and a humanoid creature willing or unconscious for the full unleash time. You transfer the target soul/mind into the new body, killing its previous owner. The target is reincarnated, it recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly. Both you and target gain two more level of exhaustion.

Psychic Assault

Awakened Power


Focus: +2 to damage rolls for Powers dealing psychic damage.

+Empowered (1+ psi): For each psi spent add 1d8 to the initial damage roll.

Psionic Blast


  • Cost 0 Inner psi
  • Unleash Time: 1 Action
  • Range: 60 feet
  • Duration: Instantaneous
  • Components: V

Target creature in range takes 1d4 psychic damage.

+MultiTarget (2+ psi): For each two psi spent, you can target one more creature.

+Quick (2 psi): Unleash time is 1 bonus action instead.

Ego Whip


  • Cost 3 Inner psi
  • Unleash Time: 1 Action
  • Range: 60 feet
  • Duration: Conc. up to 1 minute

Target creature in range makes an INT saving throw. On a fail, it takes 2d12 psychic damage and is incapacitated for duration. At the end of its turns it takes 1d12 psychic damage and can repeat the INT saving throw, ending the power on a success.

+Permanent (3 Inner psi): Target makes no save at the end of its turn. If you maintain concentration for the full duration, the effects of this manifestation become permanent. Then only a greater restoration or higher can end it.

+Id Insinuating (2 psi): On a fail target also have disadvantage on d20 rolls and can't cast spells or powers for duration.

+MultiTarget (2 psi): For each 2 psi spent you can target one more creature.

Psychic Blast


  • Cost 5 Inner psi
  • Unleash Time: 1 Action
  • Range: Self, 60-foot Cone
  • Duration: 1 round
  • Components: V

Each creature in 60-foot cone makes an INT saving throw. A creature takes 8d8 psychic damage on a failed save, or half as much damage on a successful one.

+Forceful (1 psi): Also each creature failing the INT saving throw is pushed 20 feet away from you, and must make a STR saving throw. On a fail it falls prone.

+Sundering (2 psi): On a fail the creature is also stunned until the end of your next turn.

Work in progress

Psi Crystal

Tiny construct, unaligned


  • Armor Class 15
  • Hit Points Psi Spent
  • Speed fly(hover) 30 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Skills Perception +3
  • Damage Vulnerabilities bludgeoning
  • Damage Resistances piercing, slashing, fire, lightining.
  • Damage Immunities Poison, Psychic.
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
  • Senses blindsight 60 ft. (blind beyond this radius)
  • Languages Understands the languages of its creator but can only speak with him through telepathy

  • Immutable Form The psi crystal is immune to any spell or effect that would alter its form.
  • Evasion When the psi crystal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeeds on the saving throw, and only half damage if it fails.

Temper

  • Coward As a reaction when taking damage, the psi crystal takes no damage instead
  • Meticulous the psi crystal can take the Help Action, only for abilities check.
  • Playful +15 feet to movement, the psi crystal counts for flanking purposes.
  • Resolute As a reaction when creator is taking damage, the creator gain advantage on the concentration save made for that damage.
  • Sneaky Stealth +7

Art Credits:

  • Cover Image: Lanaya - Dota 2, Valve
  • 3 Psions - Nerdarchy
  • Floating Blade - Wizards of the Coast
  • Xenoshyft - Jeff Yu
  • Disciple of the Ring - Magic the Gathering, Wizards of the Coast
  • Battlemind Minotaur - Wizard of the Coast
  • Oracle - Paizo
  • Psychic - Paizo
  • Psycic Dagger Thrower - Paizo
  • Spiritualist - Paizo
  • Syncopate - Magic the Gathering, Wizards of the Coast
  • Emma Frost - Aleksi Briclot
  • Path of Light (crystal) - Wizards of the Coast
  • ShardLady - NaturalCrit
  • Chandra - Magic the Gathering - Wizards of the Coast

Credits

This document was created through GM Binder.
In particular since i s**k at markdown i used as template for the whole thing, retaining also most of the images (with the great blending effects too), the Psion v1.2.2 made by KibblesTasty, check it out, maybe you'll find it better than this attempt of mine.
Aside from coding, i also took some ideas from KiblesTasty's version, but still the main structure was the UA with the final version of the Mystic.
Must-to mention also to Yet Another Guide to Psionics, which i have taken some hints and the initial flavour text from.

Thank you all for reading 'till here!


The art featured in this document is owned by its respective owners and is used in accordance with their Fan Content Policy. This document is unofficial Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards of the Coast

 

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