The Psion (v1.1)

by UltraHorse

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The Psion

Psion

The Psion
Level

Proficiency
Bonus
Features

Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 3 2
2nd +2 Psionic Talent (d6) 3 3
3rd +2 Psionic Art 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Psionic Recovery, Psionic Talent (d8) 4 4 3 2
6th +3 Psionic Art feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Psionic Art Feature 4 4 3 3 3 1
10th +4 Psionic Talent (d10) 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Psionic Art feature 5 4 3 3 3 2 1 1
15th +5 Psionic Talent (d12) 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Psi Overcharge 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Superior Talent 5 4 3 3 3 3 2 2 1 1

The Power of Psionics

One day a light blazed forth within you — the illumination of psionic power. Psionics are a form of magical power separate from the arcane magic of wizards and sorcerers or the divine magic of druids and clerics. The source of psionics is little-understood; some scholars posit that it is the natural defense of mortal races against the incursions of the Far Realm, while others believe is it a corruption caused by aberrant powers.

Power of the Mind

Psions are the quintessential manipulators of psionic power. Through study and discipline, a psion unlocks the mental pathways that allow them to manipulate reality itself with a thought. A psion must hone themselves as one would hone a weapon, as psionic powers unchecked could lead to disaster.

Psions in the World

Among githyanki and githzerai, psions are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering psychic abilities within themselves, and in Athas, psionics are a way of life. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds.

Creating a Psion

Creating a Psion character demands a backstory dominated by your contact with the psionic arts. Decide how you acquired your powers. Were you born with them, and did they manifest throughout childhood? Or did an extraordinary event later in life leave you shining with psionic awareness? You could be a brash human youth flush with your mental ability’s first flowering, a tattooed cenobite enrolled in a secret psionic academy, a fey enchanter using ancient techniques to beguile your foes, or perhaps a specially trained inquisitor who has learned one secret too many.

Quick Build

You can make a Psion quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage Background. Third, choose the Mage Hand, Mind Sliver, and Minor Illusion cantrips.

Class Features

As a Psion, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Deception, Insight, Investigation, Persuasion, and Religion

Equipment

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

  • (a) a Quarterstaff or (b) a Dagger
  • (a) a crystal or (b) another arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack

Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10 gp worth of equipment from chapter 5 in the Player’s Handbook.

Spellcasting

As a student of psionics⁠, you can hone your mind’s energy to cast spells. See "Casting a Spell" for the general rules of Spellcasting and the Psion spell list under "Psion Spells by Level".

Cantrips

At 1st Level, you know three Cantrips of your choice from the Psion spell list. You learn additional Psion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table.

Preparing and Casting Spells

The Psion table shows how many Spell Slots you have to cast your Psion Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Psion Spells that are available for you to cast, choosing from the Psion spell list. To do so, choose a number of Psion spells⁠ equal to your Intelligence modifier + your Psion level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level Psion, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Psion spells⁠ requires a period of deep meditation, in which you analyze the mental pathways that allow you to alter the flow of psionic energy.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Psion Spells, since you learn your spells⁠ through self-analysis and willpower. 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

Psionic Talent

At 2nd level, you tap into a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Psionic Casting. When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

Psionic Rituals. You can use your psionic talent to cast a psion spell as a ritual if that spell has the ritual tag and you have the spell prepared. To do so, roll your Psionic Talent die. If you rolled the level of the spell or higher, you can cast that spell as a ritual; if not, you must cast the spell as normal.

Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 10th level (d10), and 15th level (d12).

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest. You can only use Psi Replenishment if you have your psionic talent die available.

Psionic Recovery

At 5th level, you learn how to better maintain your psionic energies. If your psionic talent die is unusable, you can regain use of it by expending spell slots. As an action, you expend a spell slot of a level indicated on the table below to regain the use of your psionic talent die, and restore it to that size. You can’t increase the size of your psionic talent die above its starting size this way. Once you’ve restored your die this way, you can’t do it again until you finish a long rest.

Spell Slot
Level
Psionic Talent
Die Size
1st 1d4
2nd 1d6
3rd 1d10
5th 1d12

Psi Overcharge

At 18th level, you learn how to recharge your psionic energies in your time of direst need. As an action, you can roll your psionic talent die to restore some of your spell slots. You can restore a number of spell slots with levels totaling the number rolled on your psionic talent die.

For example, if you roll a 4, you can restore two 2nd-level spell slots; a 3rd-level spell slot and a 1st-level spell slot; a 2nd level spell slot and two 1st -level spell slots; or four 1st-level spell slots. You can’t restore more spell slots this way than you normally have, and you can’t restore spell slots of a level greater than 5th.

Your Psionic Talent die becomes unusable until your finish a long rest, and you can’t use this ability until you finish a long rest.

Superior Talent

At 20th level, your mastery of your psionic energies is unparalleled. When you roll initiative, if your psionic talent die is unusable, you regain use of it at its lowest size (a d4).

In addition, during a short rest, you can restore your Psionic Talent die to one size smaller than its starting size.

Psionic Arts

Each psion manifests their abilities in different ways, but there are general patterns that one can ascribe to users of psionics. These are known as psionic arts; no two exactly alike, each presenting a radically different approach to the power of the mind.

Alienist

Some describe you as reckless. Others call you corrupted, claiming that your work puts all the world at risk. The Far Realm is a dangerous place, to be sure, filled with horrors beyond imagining. But the power to be found there is too tempting to ignore.

Alien Perspective

At 3rd level, your studies of the Far Realm have warped your psyche, making your mind inured to manipulation. When forced to make a Wisdom, Intelligence, or Charisma saving throw, you can use your reaction to roll your psionic talent die and add the result to the saving throw.

Mad Certainty

At 6th level, your twisted mind becomes even harder to grasp. Other creatures have disadvantage on Wisdom (Insight) checks to discern your intentions and your truthfulness.

Mind of Madness

At 9th level, you learn how to lash out using your aberrant power. When you use your Alien Perspective feature, you can deal psychic damage to the creature that forced you to make a saving throw equal to the number rolled + your Psion level.

Aberrant Ascendant

At 14th level, your aberrant mind is too much for most creatures to bear. When you deal psychic damage to a creature, you can force that creature to make a Wisdom saving throw. On a failed save, that creature becomes frightened of you for 1 minute and must use its reaction to move away from you equal to its speed. The creature can repeat this saving throw at the end of each of its turns, ending the condition on a success.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Dreamwalker

Psions who devote their full attention to lucid dreaming can fashion themselves a dream form capable of acting in the waking world, even while the psion remains conscious.

Dream Warrior

At 3rd level, your study of the dreaming arts has allowed you to form a being from dreams called a dream warrior. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the dream warrior stat block. You determine the creature’s appearance; it can be a duplicate of yourself, a nightmarish creature, a strange humanoid, or any other form of your choosing. This has no effect on its game statistics.

If your psionic talent die is available, you can conjure your dream warrior as an action. In combat, the dream warrior shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

As an action, you can use your psionic talent die to restore a number of hit points to your dream warrior equal to the result + your intelligence modifier. If your dream warrior has died within the last hour, you can expend a spell slot of 1st level or higher and roll your psionic talent die to restore it. This process takes meditation for a number of minutes equal to the number rolled on your psionic talent die.

You can’t re-summon your dream warrior if you already have one. You can use your action to immediately summon it to your side at the end of a long rest.


Dream Warrior

Medium construct, neutral


  • Armor Class 15 (natural armor)
  • Hit Points equal the dream warrior’s Constitution modifier + your Intelligence modifier + five times your level in this class
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+1) 9 (-1) 10 (+0) 6 (-2)

  • Damage Immunities Poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands the languages you speak but can only battle cry

Growing Resolve. The following numbers increase by 1 when your proficiency bonus increases by 1: the warrior's skill and saving throw bonuses (above) and the bonuses to hit and damage of its force strike attack.

Wide Awake. The warrior can't be surprised.

Actions
(Requires Your Bonus Action)

Force Strike. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 1d8 + 2 force damage.

Desperate Attack (3/day). As a bonus action, the warrior gives itself advantage on its next attack roll. Attack rolls against it have advantage until your next turn.


Awakened Dreamer

At 6th level, you gain the ability to cast spells from your Dream Warrior as it they emanated from you. To do so, roll your psionic talent die. If the level of the spell is less than or equal to the result, you can cast that spell as if it originated from your Dream Warrior. Otherwise, you cast the spell as normal.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Stuff of Nightmares

At 9th level, your Dream Warrior can rapidly attack creatures to beat them into submission. As an action, you can expend a spell slot of 4th level or lower. On your Dream Warrior’s turn, it can then make a number of attacks equal to the total level of spell slots you expended (as if it had a multiattack feature).

Once you’ve used this ability, you can’t use it again until you’ve finished a long rest.

Dreamer’s Requiem

At 14th level, your Dream Warrior gives you power over the force of time itself. If your psionic talent die is available, you can roll it. If you roll a 9 or higher, you can cast time stop, without expending a psion spell slot. If you do, it has the following changes:

  • Instead of you, your Dream Warrior takes the extra turns granted by time stop. It can take actions as if it was commanded by you to do so. You are able to move during time stop but cannot take any actions or bonus actions. Nevertheless, you are clearly identifiable as the source of the spell, as all creatures who can hear you hear a loud thrumming when the spell is cast.

  • Instead of rolling 1d4+1 to determine how many turns your Dream Warrior takes, you roll your psionic talent die.

  • The spell doesn’t end when your Dream Warrior attacks, picks up, or throws an object, but does if it takes any other actions (e.g. shoving a creature). It also ends if your Dream Warrior reduces a creature to 0 hit points.

At the end of the duration of time stop, your psionic talent die is expended. You can’t restore it in any way until you finish a long rest.

Forceshaper

Psions who study the manipulation of objects and energy are some of the most feared. While many see those who can move objects with their minds, fewer are familiar with the masters of forceshaping, who can destroy fortresses and armies simply by looking at them.

Telekinetic Training

You learn the mage hand cantrip if you don’t already know it. When you cast mage hand, the hand is invisible for you, and requires a bonus action to control instead of an action.

When you use the mage hand cantrip, you can increase the amount of weight you can push, drag, or lift by rolling your psionic talent die. Your mage hand can then push, drag, or lift objects with a weight of up to 10 lbs. multiplied by the number rolled. You can’t make attacks or activate magic items with your mage hand.

You can also cast spells that have a range of touch using your mage hand. To do so, you roll your psionic talent die; if the spell’s level is less than or equal to the number rolled, you can cast it through your mage hand, requiring no verbal or somatic components. Cantrips are treated as having a level of 0. You can cast spells this way a number of times equal to your Intelligence modifier, and then can’t do so again until you finish a long rest.

Potent Psionics

At 6th level, you can add your Intelligence modifier to the damage you deal with any Psion cantrip.

Mental Might

By 9th level, you’ve learned how to bring your raw psionic power to bear against your foes. When you deal bludgeoning, piercing, slashing, force, psychic, or thunder damage with a spell, you can roll your psionic talent die and add the amount rolled to the damage.

Extrasensory Explosion

At 14th level, you can become a nexus of psionic force. If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot-radius aura for 1 minute or until you’re incapacitated or lose the use of your Psionic Talent die.

Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Intelligence modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.

Once you’ve used this ability, you can’t use it again until you finish a long rest.

Guru

Those psions known as gurus are teachers, guides, and guardians, shepherding others and unlocking the full potential of those around them.

Expanded Spell List

Your psionic training lets you choose from an expanded list of spells when you prepare psion spells. The following spells are added to the psion spell list for you.

Spell Level Spells
1st bless, heroism
2nd aid, warding bond
3rd crusader’s mantle, life transference
4th death ward, guardian of faith
5th circle of power, commune

Akashic Guidance

You peer into the Akashic Records, the secret and objective knowledge of all events, past, present, or future, and can use this knowledge to guide others towards their destiny – or away from it. When a creature you see within 30 feet of you (other than yourself) makes an ability check or saving throw, you can use your reaction and roll your psionic talent die and add the number rolled. You can wait until after the creature rolls the d20 before deciding to use your Akashic Guidance, but must decide before the DM says whether the roll succeeds or fails.

Spirit Healing

At 6th level, you learn how to use your psionic powers to shield others from harm. Whenever you use your Akashic Guidance or Telepathic Speech features on a friendly creature, that creature gains temporary hit points equal to your Intelligence modifier.

Bend Karma

At 9th level, you learn new ways to protect the creatures under your tutelage, represented by the following benefits:

  • The range of your Akashic Guidance increases to 60 feet.
  • When a creature that you can see within 60 feet of you makes an attack roll or a damage roll against one or more of your allies, you can use your reaction to roll your psionic talent die, subtracting the number rolled from that creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll succeeds or fails, or before the creature deals its damage.

Esoteric Enlightenment

At 14th level, you achieve enlightenment and unravel the secrets of the world around you, represented by the following benefits:

  • You can use your Akashic Guidance and Telepathic Speech features on a number of creatures at one time equal to your Intelligence modifier.
  • Whenever you use your Bend Karma ability on a creature, you deal radiant damage to that creature equal to your intelligence modifier.

Willbender

A willbender is a psion who masters the arts of illusion-casting and mind manipulation. They push their minds to their limits to rule the senses of others, commanding and controlling the desires of others utterly.

Enthralling Voice

Your psionic powers make your persuasions harder to resist. As an action, you can choose a creature you can see within 30 feet of you that you and your allies are not currently in combat with. You make a Charisma (Persuasion) check contested by that creature’s Wisdom (Insight) check. You can roll your psionic talent die and add the result to your Charisma (Persuasion) check. If you succeed the check, that creature is charmed by you for the next hour. If the creature takes damage from you or your allies, it can repeat the saving throw, ending the effect on a success.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

Psionic Willpower

At 6th level, while a creature is charmed or frightened by you, you can use your reaction to roll your psionic talent die and add the result rolled to any Constitution saving throw you make to maintain concentration on a spell.

Spirit Breaker

At 9th level, you learn how to apply your psionic power to break down the mental defenses of your targets. Whenever you force a creature to make a saving throw against an enchantment or illusion spell you cast, you can use your reaction to roll your psionic talent die and add the number rolled to your psion spell save DC.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.

True Will

At 14th level, your willpower is such that you can bend the laws of reality to suit you. You can maintain concentration on two spells at a time, within the following restrictions:

  • Both spells must be Psion spells.
  • Both spells must be from the schools of Enchantment or Illusion.
  • Both spells must be 5th level or lower, and can’t be cast using higher level spell slots.

Whenever you must make a Constitution saving throw to maintain concentration, you must make a separate saving throw for each spell you’re concentrating on. If both spells end because you failed a save (even if you begin concentrating on another spell), you gain one level of exhaustion. If the spell ends because the target is dead, because the spell’s duration has passed, because the target is out of range, or because you choose to end concentration on the spell, you don’t gain a level of exhaustion. If either spell ends, you can’t begin concentrating on another additional spell, and can’t concentrate on two spells this way again until you finish a long rest.

Psion Spell List

Cantrips (0 Level)
  • blade ward
  • dancing lights
  • eldritch blast
  • friends
  • gust
  • mage hand
  • magic stone XGE, p160
  • message
  • minor illusion
  • mind sliver UA:POR
  • resistance
  • sensory overload
  • thaumaturgy
  • thunderclap
  • true strike
  • vicious mockery
1st Level
  • alarm (ritual)
  • bane
  • catapult
  • cause fear
  • charm person
  • color spray
  • command
  • comprehend languages (ritual)
  • disguise self
  • dissonant whispers
  • earth tremor XGE, p155
  • expeditious retreat
  • feather fall
  • glossolalia
  • jump
  • mage armor
  • magic missile
  • silent image
  • shield
  • sleep
  • Tasha’s hideous laughter
  • Tenser's floating disk
  • thunderwave
  • unseen servant (ritual)
2nd Level
  • augury
  • blindness/deafness
  • blur
  • calm emotions
  • cloud of daggers
  • crown of madness
  • darkvision

  • detect thoughts
  • enthrall
  • enhance ability
  • enlarge/reduce
  • force grasp
  • gust of wind
  • hold person
  • invisibility
  • levitate
  • locate object
  • mind meld
  • mind spike XGE, p162
  • mind thrust UA:POR
  • mirror image
  • misty step
  • phantasmal force
  • see invisibility
  • shadow blade XGE, p164
  • shatter
  • silence
  • suggestion
  • warding wind XGE, p170
  • zone of truth
3rd Level
  • beacon of hope
  • blink
  • catnap
  • clairvoyance
  • conjure barrage
  • enemies abound XGE, p155
  • erupting earth XGE, p155
  • fear
  • fly
  • glyph of warding
  • haste
  • hypnotic pattern
  • Leomund's tiny hut
  • major image
  • mind blast
  • nondetection
  • phantom steed
  • pulse wave EGW, p188
  • sending
  • slow
  • thunder step XGE, p168
  • tiny servant XGE, p168
  • tongues
  • water walk
  • wind wall
4th Level
  • arcane eye
  • banishment
  • charm monster XGE, p168
  • confusion
  • compulsion
  • dimension door
  • divination
  • dominate beast
  • freedom of movement
  • greater invisibility
  • hallucinatory terrain
  • intellect fortress UA:POR
  • locate creature
  • Mordenkainen's faithful hound
  • Otiluke’s resilient sphere
  • phantasmal killer
  • summon aberrant spirit UA:SMT
5th Level
  • animate objects
  • Bigby’s hand
  • contact other plane (ritual)
  • control winds XGE, p152
  • destructive wave
  • dominate person
  • dream
  • far step
  • geas
  • hold monster
  • legend lore
  • mislead
  • modify memory
  • Rary’s telepathic bond (ritual)
  • scrying
  • seeming
  • skill empowerment
    XGE, p165
  • synaptic static XGE, p167
  • telekinesis
  • teleportation circle
  • temporal shunt EGW, p189
  • wall of force
6th Level
  • arcane gate
  • blade barrier
  • disintegrate
  • Drawmij’s instant summons (ritual)
  • eyebite
  • find the path
  • globe of invulnerability
  • investiture of wind XGE, p160
  • mass suggestion
  • mental prison XGE, p161
  • Otto’s irresistible dance
  • programmed illusion
  • scatter
  • true seeing
  • word of recall
7th Level
  • crown of stars XGE, p152
  • etherealness
  • forcecage
  • mirage arcane
  • Mordenkainen’s sword
  • plane shift
  • power word pain XGE, p163
  • project image
  • reverse gravity
  • sequester
  • teleport
  • whirlwind XGE, p171
8th Level
  • antipathy/sympathy
  • demiplane
  • dominate monster
  • earthquake
  • feeblemind
  • glibness
  • illusory dragon XGE, p157
  • maddening darkness
    XGE, p160
  • mind blank
  • power word stun
  • telepathy
9th Level
  • astral projection
  • foresight
  • imprisonment
  • psychic scream XGE, p163
  • time stop
  • weird

New Spells

Force Grasp

2nd-level abjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You grab a creature by the throat, strangling it with psionic force. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is restrained. On each of your turns for the duration, you can use your action to deal 2d6 bludgeoning damage to the target automatically. On a successful save, the target takes half that damage and the spell immediately ends. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.


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

Glossolalia

1st-level enchantment


  • Casting Time: 1 action
  • Range: Self (30-foot cone)
  • Components: V
  • Duration: Instantaneous

You utter shrieks of nonsense and gibberish that thinking creatures find distracting and confusing. Each creature in a 30-foot cone emanating from you must make an Intelligence saving throw. A creature takes 2d6 psychic damage on a failed save, or half as much damage on a successful one. Creatures in the cone have disadvantage on checks to maintain concentration caused by this spell.


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

Mind Blast

3rd-level evocation


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

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Intelligence saving throw. On a failed save, a target takes 6d6 psychic damage and is stunned for 1 round. On a successful save, a target takes half as much damage and isn’t stunned.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Mind Meld

2nd-level divination (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of ashes, inhaled when you cast this spell)
  • Duration: Concentration, up to 1 hour

You touch a willing creature and breathe in a handful of treated ashes, expanding and uniting both your consciousnesses. While you’re in physical contact, you can exchange thoughts, memories, and knowledge freely with one another. Once physical contact is broken, for the duration of the spell, both you and the creature each gain proficiency in one skill of your choice that the other is proficient in.

Sensory Overload

Illusion cantrip


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

You fill a creature’s senses with a dizzying array of disorienting lights and sounds. The target must make a Wisdom saving throw. The target must succeed on a Wisdom saving throw or take 1d8 psychic damage and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

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