Class: Psionic

by Purius

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Psionic Class 5e



Psionics

Psionics is a source of power that originates from within a creature’s mind, allowing it to augment its physical abilities and affect the minds of other creatures. Psionics and magic are two distinct forces. In general, an effect that alters or affects a spell has no effect on a psionic effect. There is one important exception to this rule. A psionic effect that reproduces a spell is treated as magic. A psionic effect reproduces a spell when it allows a psionic creature or character to cast a spell. In this case, psionic energy taps into magic and manipulates it to cast the spell.

Otherworldly Power

Not every D&D world features psionic power to the same extent. Psionics indirectly originates from the Far Realm, a dimension outside the bounds of the known multiverse. The Far Realm has its own alien laws of physics and magic. When its influence extends to a world, the Far Realm invariably spawns horrific monsters and madness as it bends reality to its own rules.

As the laws of reality twist and turn, individual minds can be awakened to the cosmic underpinnings that dictate the form and nature of reality. The tumult caused by the Far Realm creates echoes that can disturb and awaken minds that would otherwise slumber. Such awakened creatures look upon the world in the same way that creatures existing in three dimensions might look upon a two-dimensional realm. They see possibilities, options, and connections that are unfathomable to those with a more limited view of reality.


The Psionic
Level Proficiency Bonus Features                                Psionic Energy Die
1st +2 Psionic Power, Psionic Order 1d6
2nd +2 Mind Sense, Psychic Blades 1d6
3rd +2 Order Feature 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Order Feature, Psionic Power Improvement 1d8
6th +3 Psychic Precision, Psychometry 1d8
7th +3 Order Feature 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Psionic Power Improvement 1d8
10th +4 Mind Shroud 1d8
11th +4 Order Feature 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Psionic Power Improvement 1d10
14th +5 Order Feature 1d10
15th +5 Psychic Communion 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Psionic Power Improvement 1d12
18th +6 Order Feature 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Psionic Body 1d12

Class Features

As a psionic, you gain the following class features

Hit Points


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

Proficiencies


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

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Investigation, Insight, Perception, and Survival

Equipment

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

  • two simple weapons
  • a light crossbow and 20 bolts
  • (a) a scholar’s pack or (b) an explorer’s pack
  • leather armor

Psionic Power

Beginning at 1st level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended.

You regain all your expended Psionic Energy dice when you finish a long rest. You can use a bonus action to regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

Saving Throws

Some of your Psionic features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Psionic save DC = 8 + your proficiency bonus + your Intelligence modifier

Telekinesis

You learn to move things with your mind. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible.

As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw against your Psionic save DC or be pushed 5 feet away from you.

Telepathy

You awaken the ability to mentally connect with others. You can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically.

Psionic Order

At 1st level, you choose a Psionic Order: the Order of the Ascendant, the Order of the Astral Reaper, the Order of the Psychic Warrior, or the Order of the Oracle each of which is detailed at the end of the class description. Each order specializes in a specific approach to psionics.

Your order gives you features when you choose it at 1st level and additional features at 3rd, 5th, 7th, 11th, 14th and 18th level.

Psychic Blades

Starting at 2nd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you make an attack with the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Mind Sense

At 2nd level, as an action you can expend one Psionic Energy die and open your mind to detect the presence of another creature near you. Until the end of your next turn you know the location of any creature with an Intelligence Score of 4 or higher within 60 feet of you. You know the emotional state of any being whose presence you sense, but not their creature type or identity.

You can use this feature a number of times equal to your Proficiency bonus, regaining all expended uses when you complete a long rest.

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.

Psychic Precision

Starting at 6th level, you can augment the deadliness of your psychic attacks. As an action, you can expend a Psionic Energy die to gain a bonus to all attack rolls and damage rolls with your psychic blades a equal to half your Proficiency bonus (rounded down) for the next minute

For the duration, you add your Intelligence modifier to the damage you deal with any psionic cantrip.

Psychometry

At 6th level, your touch grants you supernatural insights. You can use an action to expend one Psychic Energy die and touch a creature or object to learn one piece of information regarding its history.

If the target is a creature, you may learn its region of birth, its general area of residence, a group it is currently affiliated with, or glimpse something of importance to the creature.

If the target is an object, you may learn its origin, a glimpse of its maker or last owner, the object's purpose, or a magical effect enchanted on the object.

You can use this feature a number of times equal to your Proficiency bonus, regaining all expended uses when you complete a long rest.

Mind Shroud

Starting at 10th level, you learn to ward your mind against hostile forces. You gain the following benefits:

  • You gain resistance to psychic damage
  • You are immune to being charmed or frightened.
  • Your thoughts cannot be read against your will.

Psychic Communion

Starting at 15th level, as an action you can expend two Psionic Energy dice to connect your mind with up to five willing creatures within 60 feet of you with an Intelligence score of 6 or higher. Each connected creature can communicate telepathically to any other creature connected in this way.

Using a bonus action, a connected creature can choose one other connected creature and draw upon its experiences to gain proficiency with a skill or tool the target creature has proficiency in.

If a creature uses this connection to gain proficiency in a skill or tool from a second creature, the proficiency they gained from the first creature immediately ends.

The connection ends for a creature if it moves more than 60 feet from another connected creature, or after 1 minute has passed. Any proficiency gained in this way ends when the connection ends.

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:

  • You no longer age.
  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
  • You are immune to disease, poison damage, and the poison 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.

Order of the Ascendant

The ascendants are powerful psionic warriors capable of silencing and eviscerating their foes with a single blow. To ascend is to conquer. The ascendants are feared for their ruthless onslaught in battle and many enemies will retreat at the sight of them for fear of being torn apart by their psychic fury.

Mind Empowers Matter

Starting at 1st level when you choose this order, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

Additionally, when you aren’t wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier plus your Intelligence modifier.

Thought Strike

At 3rd level, as an action you can expend one Psionic Energy die to assault the mind of another creature within 15 feet of you that you can see. Roll the die, the creature must succeed an Intelligence saving throw against your Psionic save DC or suffer psychic damage equal to the result of the roll plus your psionic level, and become unable to speak or concentrate until the end of its next turn.

Extra Attack

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

Psionic Lightning

Starting at 7th level, as an action you expend up to three Psionic Energy dice to cause a stroke of lightning forming a line 30 feet long and 5 feet wide to burst out from you in a direction of your choice. Roll the dice, each creature in the line must make a Dexterity saving throw against your Psionic save DC, taking lightning damage equal to the result of the rolls plus your Intelligence modifier on a failed save, or half as much damage on a successful one.

Improved Psychic Blades

Beginning at 11th level, you are so suffused with psionic power that your melee weapon strikes carry psychic power with them. Whenever you hit a creature with one of your Psychic Blades, the creature takes additional psychic damage equal to your Psionic Energy die. A creature can only take this extra damage once per turn.

Lightning Vault

Starting at 14th level, when you use your Psionic Lightning feature you can use a bonus action to immediately teleport to an unoccupied space touched by the line.

Psychic Onslaught

Beginning at 18th level, as an action you can charge forward up to 120 feet in a straight line damaging every creature in your path. Each creature in your path must make a Dexterity saving throw against your Psionic save DC, taking 10d10 psychic damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Psionic Energy dice to use this feature again.

Order of the Astral Reaper

The astral reapers are fearsome hunters capable of wielding the shadows to slay their prey. Often working alone or in small groups, astral reapers can manipulate shadows with their psionic energies to cloak themselves from the sight of their enemies. They are known for appearing seemingly out of thin air before killing their quarry and returning back to the shadows. Few speak of them for fear that they might appear under the cover of darkness and take them to their strongholds in the astral plane.

Cloaked in Darkness

Starting at 1st level when you choose this order, you can use your action to expend and roll one Psionic Energy die to become invisible while in areas of darkness or dim light. You remain invisible for a number of minutes equal to the result of the roll, or until you make an attack, cast a spell, or enter an area of bright light.

Astral Slash

Starting at 3rd level, you can use your action to expend one Psionic Energy die and make a melee weapon attack with your Psychic Blades feature against each creature of your choice within 5 feet of you, making a separate attack roll against each creature. The Psychic Blade doesn't vanish until you hit or miss against the last chosen creature.

Psychic Scythe

By 5th level, you've gained mastery over the Psychic Scythe to inflict terror in those you hunt. A Psychic Scythe is a Psychic Blade with the two-handed property and without the thrown property. It deals 1d12 psychic damage on a hit.

If you attack with your Psychic Scythe as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 psychic damage on a hit, instead of 1d12.

In addition, if you score a critical hit with it against a creature’s astral body, you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

Astral Step

Starting at 7th level, using a bonus action you can expend and roll one Psionic Energy die to teleport to an unoccupied space that you can see within a number of feet of you equal to 5 times the result of the roll.

Phantom Blade

Beginning at 11th level, when you make a melee weapon attack, you can expend and roll one Psionic Energy die to cause the attack to phase through the target’s defense. You gain a bonus to the attack roll equal to the result of the roll.

You can only use this feature once per turn.

Entangled Portal

At 14th level, if on your current turn you used your Astral Step feature to teleport to another space, you can use your reaction to teleport back to your previous space before your turn ends.

Astral Prison

Starting at 18th level, you gain the ability to imprison your enemies in the astral plane.

As an action, you can create a 10-foot-diameter sphere within 10 feet of yourself on a point that you can see. Each creature enveloped by the sphere must make a Charisma saving throw against your Psionic save DC or be temporarily imprisoned into a demiplane of your creation on the astral plane.

While there, a creature becomes petrified and heavily obscured. Divination spells can't locate or perceive the target. The target remains there until the effect ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

The effect lasts for 1 minute or until you lose concentration (as if concentrating on a spell). On a successful save a creature is unaffected.

Once you use this feature, you can't do so again until you complete a long rest, unless you expend three Psionic Energy dice to use it again.

Order of the Psychic Warrior

Psychic warriors are noble defenders of esteemed strength and martial prowess. They live to serve their people and protect them from the enemies that wish to destroy them.

A psychic warrior's faith is unquestionable, as is their bravery. They are known for seeking the most menacing foes on the battle field and engaging them with great haste. They hunger for battle and the honor it brings them in the eyes of their people. They use their psionic power to augment their martial capabilities in melee combat.

Soul of a Warrior

Starting at 1st level when you choose this order, your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

In addition, you gain proficiency in medium armor and shields.

Psionic Momentum

Starting at 3rd level, your base movement speed increases by 10 feet, and again when you reach 11th level. Additionally, you can take the dash action as a bonus action.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class.

Psionic Barrier

At 7th level, your psionic energy grants you extraordinary fortitude. As an action, you can spend a Psionic Energy die to gain a number of temporary hit points equal to your Intelligence modifier (minimum of 1), and again at the start of each of your turns. This effect lasts for 1 minute, and ends early if you drop to 0 hit points or fall unconscious.

Adaptive Barrier

Starting at 14th level, your Psionic Barrier has adapted to the harsh effects of extreme elements granting you additional fortitude.

When you take acid, cold, fire, lightning, or thunder damage while you have temporary hit points granted by your Psionic Barrier feature, you can use your reaction to expend one Psionic Energy die, rolling the die and reducing the damage taken by an amount equal to the result of the roll.

Immortal Will

By 18th level, you have fortified your body and mind to develop an undying will.

You can draw on your reserves of psionic energy to survive beyond death. At the end of your turn while at 0 hit points, you expend and roll one of your Psionic Energy die to immediately regain a number of hit points equal to the result of the roll plus your psionic level.

Once you use this feature, you can’t do so again until you complete a short or long rest.

Order of the Oracle

The Oraci are legendary in their mastery of psionic power. They can manipulate the minds of their enemies, create frightening illusory manifestations, or shield their allies with their psionic energies. The most powerful among them are said to be capable of bending the planes to their will, turning a quiet sunny day into an earth shattering storm.

Enlightened Mind

Starting at 1st level when you choose this order, your maximum number of Psionic Energy dice increases by 1, and increases by 1 again by whenever you gain a level in this class.

Psionic Spellcasting

At 1st level, you have an innate ability to manipulate the fabric of reality using your powerful mind. Your mental power fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Psionic Spell list.

Cantrips

You know two cantrips of your choice from the Psionic Spell list. You learn additional psionic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Oracle Spell table.

Preparing Spells of 1st Level or Higher

You prepare the list of psionic spells that are available for you to cast, choosing from the Psionic Spell list. When you do so, choose a number of psionic spells equal to your Intelligence modifier + your psionic level (minimum of one spell). The spells must be of a level equal to or lower than the maximum level of a spell you can cast as shown in the Max Spell Level column of the Oracle Spell Table.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of psionic spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Casting Psionic Spells

You can cast a psionic spell of 1st level or higher by expending a number of Psionic Energy dice equal to the level of the spell, divided by 3 (rounded up), up to a maximum spell level as shown in the Oracle Spell table.

You can cast up to three spells each of 1st, 2nd, 3rd, 4th and 5th level, and one spell each of 6th, 7th, 8th and 9th level. Once you've cast a spell of 1st level or higher the maximum number of times for a spell of that level, you can't cast a spell of that level again until you complete a long rest.

When you cast any spell of 1st level or higher from the Psionic Spells list using your Psionic Spellcasting feature, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your psionic spells, since the power of your magic relies on your ability to project your intellect into the world. 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 psionic 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

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your psionic spells.

 

Oracle Spell Table
Psionic Level Cantrips Known Max Spell Level
1st 2 1st
2nd 2 1st
3rd 2 2nd
4th 2 2nd
5th 2 3rd
6th 2 3rd
7th 3 4th
8th 3 4th
9th 3 5th
10th 3 5th
11th 3 6th
12th 3 6th
13th 3 7th
14th 4 7th
15th 4 8th
16th 4 8th
17th 4 9th
18th 4 9th
19th 4 9th
20th 4 9th

Psychic Foresight

Beginning at 5th level, you can peer into a possible future to change a likely outcome. As an action, you can expend a Psionic Energy die, rolling the die and recording the number rolled. You can add or subtract the result of the roll to any attack roll, saving throw, or ability check made by you or a creature that you can see. You must choose to do so before the roll, and you can do so only once per turn.

Each roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

You can use this feature a number of times equal to your Proficiency bonus, regaining all expended uses when you complete a long rest.

Psychic Perception

Starting at 11th level, you can perceive the true nature of reality. As a bonus action, you can expend a Psionic Energy die to gain Truesight out to a range of 60 feet for 1 minute. For the duration, you are immune to the Blinded condition.

Avatar of Thought

By 18th level, you have become a psionic force of legend. As an action, you can expend three Psionic Energy dice to transform your body into pure psionic energy for 1 minute. While transformed in this way you gain the following benefits:

  • Your Intelligence score increases by 4, to a maximum of 24.
  • You gain a number of temporary hit points equal to your hit point maximum.
  • You can use your action to hurl a stream of psychic energy at a point you choose within 10 feet of you. Each creature of your choice within 5 feet of the point must make a Dexterity saving throw against your Psionic save DC. A creature takes 4d10 psychic damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you can't do so again until you complete a long rest.

Psionic Spell List

Cantrip
  • Friends
  • Frostbite
  • Lightning Lure
  • Mage Hand
  • Mind Sliver
  • Minor Illusion
  • Prestidigitation
  • Shocking Grasp
  • Vicious Mockery
1st Level
  • Arms of Hadar
  • Chaos Bolt
  • Command
  • Dissonant Whispers
  • Faerie Fire
  • Mage Armor
  • Magic Missile
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
2nd Level
  • Blur
  • Calm Emotions
  • Detect Thoughts
  • Hold Person
  • Invisibility
  • Levitate
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • See Invisibility
  • Suggestion
3rd Level
  • Blink
  • Call Lightning
  • Clairvoyance
  • Fear
  • Fly
  • Hunger of Hadar
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Nondetection
  • Sending
4th Level
  • Arcane Eye
  • Charm Monster
  • Compulsion
  • Confusion
  • Dominate Beast



  • Evard's Black Tentacles
  • Greater Invisibility
  • Hallucinatory Terrain
  • Phantasmal Killer
  • Summon Aberration
5th Level
  • Contact Other Plane
  • Control Weather
  • Dominate Person
  • Dream
  • Geas
  • Hold Monster
  • Mislead
  • Modify Memory
  • Rary's Telepathic Bond
  • Scrying
  • Synaptic Static
  • Telekinesis
  • Wall of Force
6th Level
  • Arcane Gate
  • Chain Lightning
  • Contingency
  • Disintegrate
  • Forbiddance
  • Globe of Invulnerability
  • Mass Suggestion
  • Mental Prison
  • True Seeing
7th Level
  • Forcecage
  • Etherealness
  • Mirage Arcane
  • Plane Shift
  • Project Image
  • Reverse Gravity
  • Sequester
8th Level
  • Control Weather
  • Dominate Monster
  • Earthquake
  • Feeblemind
  • Mind Blank
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Psychic Scream
  • Storm of Vengeance
  • Weird