The Psion Class

by laserllama

Search GM Binder Visit User Profile
The Psion

The Psion

As an aging human watched
his apprentice struggle to lift a
pebble with his mind, he thought of
his youth, and the years that it took
to unlock his own psionic gift. After
traveling the world he had found that
true enlightenment came from within,
and he had retreated to the cave he now
called home. As the end of his own life
was drawing near, he had taken his own
apprentice, the young woman struggling
before him now, to pass on all his skill.

Chosen at birth due to her innate ability,
the young elf had been molded into a perfect
assassin. As she held the baron firmly beneath
her, he let out a soft cry as her blade of psionic
energy pierced his heart. The next morning, that
baron's guards found him dead, though the cause
of his untimely demise would remain a mystery.

A young dwarf fled into the forest, consumed by horror
of what he'd done. For as long as he could remember, there was something within his mind that he struggled with. That morning, in a moment of weakness, he slipped, and a torrent of wild psionic power erupted from within. He had awoken in the rubble of his home to find his clan buried in the ruins.

All three of the mystics described above are Psions, those who can focus the psionic power of their mind to manipulate the creatures, objects, and forces that surround them.

Wondrous Inner Power

Whether through years of practice, or a once in a generation innate talent, Psions learn to manipulate the world with the wondrous power of their minds. Drawing upon the mystical power within, they can communicate without speaking, move objects, alter their physical bodies, and even manifest spells. Relying solely on mastery of their mind, Psions can perform feats thought impossible, even by the most erudite Wizards and devout Clerics. For Psions, it is a point of great pride that they can produce wonders without the help of external power.

Due to their potential, Psions are often misunderstood and feared by the common folk. If they don’t learn to control their power, their strange abilities can cause them to be shunned and hated by those around them. Most Psions reveal their power only when necessary, and are hesitant to trust others.

Master & Apprentice

If they are lucky, potential Psions are discovered by a master and taken away from their home to hone their psionic power in seclusion. No matter their philosophy on life, every Psion holds it as their sacred duty to one day take on an apprentice with the psionic gift and teach them to control their power, passing on everything they themselves have learned.

A Psion's master and how they are trained has great effect on the nature of their abilities. For some, their gift is honed through years of practice and meditation. Others are trained to use their mystic abilities to morph their bodies into deadly weapons. And for the rare few who are never discovered by a master, or attempt to stifle their power, they risk outbursts of
    wild psionic energy that can have devastating effects.

Creating
Your Psion

When creating your Psion, consider how you discovered your psionic potential. Was it in a moment of pure emotion? Or did you realize your power through peaceful meditation? Did you have a mystic experience that awoke something inside of you? Whatever the experience, the first time a Psion realizes their potential has an impact on how they view their power.

Also, consider your psionic master. Did another Psion take you under their wing, teaching you to control your abilities as their apprentice? Or, did you learn to control this inner power on your own? How do you feel about your psionic gift? Is it a point of pride? Something to separate you from the common folk? Or, is it a curse only to be used in the direst situations?

Multiclassing and the Psion

If your group uses multiclassing, here's what you need to know if you take a level in the Psion class.

Ability Score Minimum. As a multiclass character, you must have at least an Intelligence score of 13 to take a level in the Psion class, or to take a level in another class if you are already a Psion.

Proficiencies. If Psion isn't your initial class, you gain proficiency with both light armor and simple weapons when you take your first Psion level.

Spellcasting. If you have the Spellcasting feature from another class, you can use the Psi Points from your Psionics feature to cast spells you know from that class, and you can use spell slots from other classes to cast any of your Psion Spells Known.

The Psion
Level      PB      Features Cantrips
 Known 
Psi
 Points 
Spells
 Known 
Mental
 Limit 
Mystic
 Talents 
1st +2 Awakening, Psionics 2 2 2 1st
2nd +2 Mystic Talents, Psionic Recovery 2 3 3 1st 2
3rd +2 Awakening Feature 2 4 4 2nd 3
4th +2 Ability Score Improvement 3 5 5 2nd 3
5th +3 3 6 6 3rd 4
6th +3 Awakening Feature 3 7 7 3rd 4
7th +3 3 8 8 4th 5
8th +3 Ability Score Improvement 3 9 9 4th 5
9th +4 3 10 10 5th 6
10th +4 Consumptive Power 4 11 10 5th 6
11th +4 Interior Gate (6th-level) 4 11 11 5th 7
12th +4 Ability Score Improvement 4 12 11 5th 7
13th +5 Interior Gate (7th-level) 4 12 12 5th 8
14th +5 Awakening Feature 4 13 12 5th 8
15th +5 Interior Gate (8th-level) 4 13 13 5th 8
16th +5 Ability Score Improvement 4 14 13 5th 9
17th +6 Interior Gate (9th-level) 4 14 14 5th 9
18th +6 Awakening Feature 4 15 14 5th 9
19th +6 Ability Score Improvement 4 16 15 5th 10
20th +6 Limitless 4 17 15 5th 10

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
  • Tools: None

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

Equipment

As a Psion, you start with the following equipment, in addition to the equipment granted by your background:

  • leather armor and a quarterstaff
  • (a) a light crossbow and 20 bolts or (b) a sling
  • (a) two daggers or (b) any simple weapon
  • (a) a scholar’s pack or (b) an explorer’s pack

Quick Build

You can make a Psion quickly by using these suggestions: First, make Intelligence your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose the message and mind thrust cantrips, along with the
    1st-level spells command and dissonant whispers.

Awakening

Psionic ability, though it always comes from within, awakens in a mind depending on training, or lack thereof. At 1st level, choose the Awakening to best represent your Psion: Empath, Enlightened, Immortal, Outsider, Visionary, or Wilder.

Your Awakening grants you features at 1st level, and again when you reach 3rd, 6th, 14th, and 18th level.

Psionics

Starting from 1st level, the psionic power you have awakened within your psyche allows you to manifest mystical spells.

Though your magic is fueled by your psionic power, your spells count as spellcasting for the purposes of features and spells like detect magic, counterspell, and antimagic field.

Cantrips

At 1st level, you know two Psion Cantrips of your choice. You learn an additional Psion Cantrip at 4th level and 10th level, as shown in the Cantrips Known column of the Psion table.

Psi Points

Your innate psionic power is represented by a special pool of Psi Points. The Psion table shows the number of Psi Points you have at each level. To manifest one of the Psion spells you know, you must expend a number of Psi Points equal to the level of the spell (0 for Cantrips), and you regain all expended Psi Points each time you finish a short or long rest.

For example, a 3rd level Psion could manifest the detect thoughts spell at 2nd-level by expending 2 Psi Points.

Mental Limit

Your Psion level limits the potency of spells you can manifest with your psionics. This limit is reflected in the Mental Limit column of the Psion Table. When a Psion feature allows you to expend Psi Points, you can never expend more Psi Points than it costs to manifest a spell of your Mental Limit level.

Spells Known of 1st-level and Higher

At 1st level, know two 1st-level spells of your choice from the Psion spell list at the end of this class. The Spells Known column of the Psion table shows when you learn more Psion spells of your choice. Each spell you learn must be of a level equal to your Mental Limit or lower. For instance, when you reach 3rd level, you learn one Psion spell of 1st or 2nd-level.

When you gain a Psion level, you can replace one Psion spell you know with another Psion spell of your choice.

Awakening Spells

Each Awakening has a list of spells that you learn at certain Psion levels, as noted in your Awakening description. These Awakening Spells count as Psion spells for you. They do not count against your total number of Spells Known, and you can't switch your Awakening spells when you gain a level.

Spellcasting Ability

Intelligence is your spellcasting ability for your Psion spells. You use Intelligence when a spell refers to your spellcasting ability. You also use your Intelligence modifier when you set the saving throw DC or make an attack roll for a Psion spell.

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

Spell attack modifier = your proficiency bonus
+ your Intelligence modifier

Spellcasting Focus

Your mind is the spellcasting focus for your Psion spells. You must have a free hand to cast spells that require somatic or material components, and you must still provide any material components that are consumed or have a required gold cost.

Whenever you manifest a Psion spell you exhibit noticeable changes. Whether your eyes glow with the eldritch light of the Far Realm, or your body partially phases into the astral plane, creatures are aware that you are using your psionic abilities.

Spellcasting Restrictions

Due to the focus required to manifest your psionic spells, you cannot use your Psionics if you are wearing medium or heavy armor, or wielding a shield, unless a feature allows you to.

Mystic Talents

In the solace of training, each psionic mind manifests unique powers known as Mystic Talents. At 2nd level, you unlock two Mystic Talents of your choice from the list at the end of this class. At certain Psion levels, you unlock additional Talents, as shown in the Mystic Talents column of the Psion table.

Whenever you gain a level in this class, you can choose one Mystic Talent you know and replace it with a Mystic Talent of your choice for which you meet the prerequisites. You cannot replace a Talent if it is the prerequisite for another Talent.

Psionic Recovery

Starting at 2nd level, you can use a bonus action on your turn to clear your mind and regenerate a number of expended Psi Points equal to your Intelligence modifier (minimum of 1).

Once you use this feature you must finish a long rest before you can do so again. When you reach 11th level in this class, you can use this feature twice between each 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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

Consumptive Power

Starting at 10th level, whenever you would spend Psi Points, you can expend your hit points instead. When you do, reduce your current and maximum hit points by twice the number of Psi Points you'd normally spend. This reduction cannot be lessened in any way, but is restored after a long rest.

Interior Gate

Even the awakened mind of a Psion still has further limits to unlock, known as Interior Gates. At 11th level, you unlock the first of these Interior Gates and learn a 6th-level Psion spell. It does not count against your total number of Spells Known. Once between each long rest, you can manifest this Psion spell, at 6th-level, without expending Psi Points.

At certain Psion levels, you unlock more powerful Interior Gates, allowing you to learn and cast higher level Psion spells with the same limitations: at 13th level (7th-level spell), 15th level (8th-level spell), and finally at 17th level (9th-level spell).

Whenever you gain a level you can replace one of these Interior Gate spell with another Psion spell of the same level.

Limitless

Your body is but a simple vessel for your fully awakened mind. At 20th level, you gain resistance to all bludgeoning, piercing, psychic, and slashing damage. You stop aging, are immune to all disease, poison damage, and the poisoned condition.

Finally, if you spend 10 minutes meditating or performing only light activity, you regain all of your expended Psi Points.

Psion Spell List

Below are the spells available to Psions, organized by spell level. They are found in the Player's Handbook, in Xanathar's Guide to Everything *, and Tasha's Cauldron of Everything **.

Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.

Cantrips (0 Level)

blade ward LL
friends LL
guidance LL
light
mage hand
magic stone
message
mind sliver **
mind thrust LL
minor illusion
mystic hammer LL
psionic strike LL
spare the dying
sword burst LL
thaumaturgy
toll the dead
true strike LL

1st Level

catapult *
cause fear *
charm person
command
comprehend languages
detect magic
disguise self
dissonant whispers
ethereal anchor LL
faerie fire
hideous laughter
id insinuation LL
identify
jump LL
magic missile
shield LL
sleep

2nd Level

blindness/deafness
blur
calm emotions
crown of madness
detect thoughts
enlarge/reduce
hold person
invisibility
levitate
locate creature LL
mind spike *
mind whip **
mirror image
misty step
mystic spear LL
phantasmal force
see invisibility
suggestion

3rd Level

blink
cerebral blast LL
clairvoyance
enemies abound *
fear
feign death
fly
haste
hypnotic pattern LL
intellect fortress **
life transference *
major image
nondetection
sending
slow
spectral passage LL
tongues
water walk

4th Level

arcane eye
charm monster *
compulsion
confusion
dimension door
ego scourge LL
freedom of movement
greater invisibility
phantasmal killer
resilient sphere

5th Level

arcane hand
dominate person
dream
far step *
geas
hold monster
modify memory
psychic crush LL
scrying
skill empowerment *
synaptic static *
telekinesis
telepathic bond
wall of force LL

6th Level

arcane gate
eyebite
globe of invulnerability
mass suggestion
mental prison *
psionic oppression LL
scatter *
true seeing

7th Level

etherealness
forcecage LL
plane shift
project image
reverse gravity
sequester
teleport

8th Level

antimagic field
antipathy/sympathy
dominate monster
feeblemind
maddening darkness *
mind blank
telepathy

9th Level

astral projection
foresight
invulnerability *
psychic scream *
time stop
weird LL

Psion: Expanded Spell List

If your table adds spells from other sources, like Fizban's Treasury of Dragons or other third party books, the Psion can learn any enchantment spell available to the Sorcerer, Warlock, or Wizard, any spell that deals psychic or force damage, or other thematic spells at the discretion of your DM.

Psionic Awakening

Choose the Psionic Awakening from the options below which best represents how your Psion first unlocked their abilities:

   
Empath Outsider
Enlightened Visionary
Immortal Wilder

Empath

One thing that sets mortals above the beasts and monsters is their ability to experience emotions. A rare few are so in-tune with their emotions that they can use their intense feelings to draw out their psionic potential. Known as Empaths, these Psions are experts at controlling the emotions of others.

Empath Spells

1st-level Empath Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.

Psion Level Spell
1st charm person
3rd calm emotions
5th fear
7th charm monster XGE
9th dominate person

Aura Sight

1st-level Empath Awakening feature
You can see and read the emotional auras of other creatures. You gain proficiency in Insight. You can use your Intelligence, in place of Wisdom, for any Insight checks you make.

As an action, you can decipher the aura of one creature you can see with 60 feet. You learn its most powerful surface-level emotion, for example; anger, anxiety, contentment, fear, or joy. A creature immune to psionics or divination magic, or having its thoughts read telepathically is immune to this feature.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you complete a long rest. If you have no uses remaining, you can spend
1 Psi Point to use this again.

Emotional Flood

3rd-level Empath Awakening feature
You use your empathic power to manipulate the emotions of others. As an action, you force a creature you can see within 30 feet to make a Charisma saving throw against your Spell save DC, inflicting one of the emotions below on a failure:

Despair. It takes 1d6 psychic damage, and until the start of your next turn, its speed is halved and it can't take reactions.

Disgust. It takes 1d8 psychic damage, and until the start of your next turn it can't move closer to a creature you choose.

Fury. The creature must use its reaction to make a melee attack against one target of its choice within range. If there are no targets in range, it takes 1d10 psychic damage.

Mantle of Calm

6th-level Empath Awakening feature
You exude calming emotions in a 10-foot radius. Creatures of your choice within this Mantle are considered to be proficient in all Intelligence, Wisdom, and Charisma saving throws. You can also use your Aura Sight on creatures within your Mantle without expending Psi Points to do so.

At certain Psion levels, the radius of your Mantle increases: at 14th level (20-foot radius) and 18th level (30-foot radius).

Empathic Control

14th-level Empath Awakening feature
You can emotionally overload the minds of other creatures. Whenever you cause a creature to be charmed or frightened, you can expend 1 (additional) Psi Point to enhance the effect for one creature. For as long as it is charmed or frightened by that effect, the creature's speed is 0 and it is incapacitated.

You also gain immunity to being charmed and frightened.

Ascended Empath

18th-level Empath Awakening feature
You have awakened the full potential of your mystic empathic abilities. Your ascended power grants you the benefits below:

  • You can use Emotional Flood as a bonus action.
  • Creatures charmed by you will do anything within their power to defend you for the duration, regardless of any previous loyalties they may have had.
  • Creatures frightened by you are stunned for the duration, so long as you are within
    30 feet of it and the
    creature can see you.

Enlightened

Enlightened Psions meticulously hone their psionic potential through practice and dedication. Whether they studied under a great mystic or unlocked their power on their own over the course of years, they exercise a precise degree of control over their gift. Due to the years of training required to unlock their potential, Enlightened Psions are known for their unrivaled dedication, nearly-limitless patience, and impressive tenacity.

Enlightened Potential

1st-level Enlightened Awakening feature
You have honed your wondrous psionic
gift through rigorous training, unlocking
the full potential of your mind. You unlock
a Mystic Talent of your choice from the list
at the end of this class description.

When you gain the Mystic Talent feature at
2nd level, this additional Talent does not count
against your total number of Talents Known. It can
be replaced as normal when you gain a Psion level.

Enlightened Spells

1st-level Enlightened Awakening feature
You learn new spells at the Psion levels noted in the table
below. They count as Psion spells for you, but they do not count against your total number of Psion Spells Known,
and they cannot be replaced when you gain a Psion level.

Psion Level Spell
1st catapult XGE
3rd levitate
5th spectral passage LL
7th resilient sphere
9th wall of force LL

Mystical Precision

3rd-level Enlightened Awakening feature
Through intense dedication and practice, you have learned to utilize your psionic power in subtle ways, unnoticeable to the untrained eye. Whenever you manifest a Psion spell, you can expend 1 additional Psi Point to manifest it without providing the spell's somatic or verbal components, or manifesting any of the normal outward signs of your Psionics.

Focused Psionics

6th-level Enlightened Awakening feature
Your dedication and training have enhanced the potency of your psionic ability. Whenever you deal damage with a Psion spell or Mystic Talent, you can add your Intelligence modifier (minimum of +1) to one damage roll, if you do not already.

Telekinetic Flight

14th-level Enlightened Awakening feature
The psionic power of your mind has suffused every fiber of your physical form, allowing you to subvert the very laws of nature. You gain a flying speed equal to your walking speed, and while flying in this way you can hover in place.

While you use this flight, the air around you shimmers with ambient psionic power, and rocks, dirt, and other small loose
    objects rise from the ground to float around you.

Ascended Form

18th-level Enlightened Awakening feature
As a bonus action, you can take on an Ascended Form of pure psionic energy, granting you the following mystical benefits:

  • You become translucent and emit otherworldly bright light, in a 5-foot radius, and dim light 5 feet beyond that.
  • You gain resistance to all damage.
  • Your flying speed becomes 60 feet, unless it was higher.
  • You gain the benefits of the spectral passage LL spell, but
    it does not require your concentration while in this Form.

You can maintain your Ascended Form for 1 minute, but it ends early if you are incapacitated or if you end it as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. When you have no uses left, you can expend 5 Psi Points to transform again.

Pure Psionic Power

In 5e, each class has a subclass choice that focuses on enhancing the class's standard abilities in place of adding new ones. For the Psion, the Enlightened fills this role, allowing you to play a classic psionic hero with a focus on their pure psionic ability.

Immortal

Trained from birth to become masters of both body and mind, an Immortal is a deadly warrior. They use their psionic power to augment their physical abilities and perform great feats of athleticism and martial skill. Immortals spend years honing their signature abilities, making them ideal insurgents, spies, assassins, and bodyguards... for those who can afford them.

Immortal Spells

1st-level Immortal Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.

Psion Level Spell
1st jump LL
3rd blur
5th haste
7th death ward
9th mislead

Esoteric Skill

1st-level Immortal Awakening feature
You can adapt and enhance your physical
abilities with your psionic power. You gain
proficiency in Acrobatics, Athletics, Perception,
Sleight of Hand, or Stealth. Over the course of 1
hour, which can be during a short or long rest, you can
meditate to replace this skill with another from this list.

When you make an ability check with any skill from the list above, you can expend 1 Psi Point and add your Intelligence modifier (minimum of +1) to the result of your ability check.

Immortal Training

1st-level Immortal Awakening feature
Unlike most Psions, you have honed both body and mind for combat. You gain proficiency with martial weapons, medium armor, and shields. Moreover, you can use Psionics when you are wearing medium armor or when wielding a shield.

Additionally, your hit point maximum increases by 1, and increases by 1 again each time you gain a Psion level.

Immortal Will

3rd-level Immortal Awakening feature
You have unlocked the signature power of an Immortal which allows you to survive blows that would slay a normal mortal. When you are reduced to 0 hit points but not killed outright, you can expend 1 Psi Point and fall to 1 hit point instead.

Each subsequent time that you use this feature before you complete a long rest you must expend 1 additional Psi Point. For example, the second time you use this ability between a long rest it would cost 2 Psi Points. You cannot exceed your Mental Limit with this feature.

Extra Attack

6th-level Immortal Awakening feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action
to manifest a Psion spell or Mystic Talent, you can make a
    single weapon attack as a bonus action on that turn.

Phase Walk

14th-level Immortal Awakening feature
You can psionically phase through solid objects. As a bonus action, you can expend 1 Psi Point to enter an ethereal state which lasts until the end of your current turn.

While in this ethereal state, you can move through solid objects and creatures as if they were difficult terrain. If you end your movement inside an object, you are shunted to the nearest unoccupied space, and take 1d10 force damage for every 5 feet you were forced to travel.

Eternal Will

18th-level Immortal Awakening feature
Your wondrous psionic powers have made you exceedingly hard to kill. If you begin your turn with less than half of your hit points remaining, but at least 1 hit point, you regain hit
                                         points to your Intelligence modifier.

Outsider

Your psionic power may not have been unlocked of your own volition. Outsiders are those whose mind has been twisted by incomprehensible alien powers. Some were touched by the strange light of the Far Realm. Others are the results of cruel experiments of aberration from other worlds. Whatever their origin, Outsider Psions can wield the overwhelming psionic power of aberrations, often at the cost of their own sanity.

Aberrant Form

1st-level Outsider Awakening feature
The unknowable presence within your mind will overtakes you when you are weak. When you have 0 Psi Points, you instantly mutate into your Aberrant Form, and remain in it until you regain at least 1 Psi Point. You can also expend
all your remaining Psi Points as an action to mutate.

While in your Aberrant Form, you become horrifying to look upon, and you use the Aberrant Form stat block. It
uses your proficiency bonus (PB), Intelligence modifier
(INT), and Psion Spell save DC. You retain your ability
scores, alignment, personality, skill and saving throw
proficiencies, and all other features from your race,
class, and other sources (such as Feats and curses).

Outsider Spells

1st-level Outsider Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.

Psion Level Spell
1st arms of hadar
3rd spider climb
5th hunger of hadar
7th summon aberration TCE
9th contact other plane

Psionic Control

3rd-level Outsider Awakening feature
Your innate psionic power has grown, allowing you to exert control over the alien power in your mind. As a bonus action, you can mutate into your Aberrant Form without expending your remaining Psi Points. If you have 1 or more Psi Points, you can concentrate on Psion spells, features, and Talents, and you can revert to your normal form as a bonus action.

Extra Attack

6th-level Outsider Awakening feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, if you use your action
to manifest a Psion spell or Mystic Talent, you can make one weapon or Tentacle attack as a bonus action on that turn.

Also, whenever a creature starts its turn grappled by your Aberrant Form's Tentacle it takes 1d4 psychic damage.

Eldritch Rift

14th-level Outsider Awakening feature
Your otherworldly power allows you to move through cracks in reality itself. Immediately after you expend 1 or more Psi Points, you can teleport to an unoccupied space of your
    choice within 30 feet that you can see.


Aberrant Form

Small or Medium Aberration (Shapechanger)


  • Armor Class 10 + INT + PB (natural armor)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

  • Languages Deep Speech. You still understand the languages you know, but cannot speak them.

Aberrant Vigor. The first time you transform into this Aberrant Form between each short or long rest, you gain temporary hit points equal to twice your Psion level, which only last while you are in Aberrant Form.

Alien Influence. You cannot concentrate on spells or other abilities while you are in your Aberrant Form.

Actions

Tentacle. Melee Weapon Attack: INT +PB to hit, reach
5 ft., one target. Hit: 1d8 + INT psychic damage, and you can automatically grapple a creature equal to you in size, or smaller. As an action, the grappled creature can make a Strength save, escaping on a success.

Glimpse Beyond the Veil

18th-level Outsider Awakening feature
You can reveal otherworldly horrors beyond this reality. As an action, you can force one creature you can see within 60 feet to make a Charisma saving throw against your Spell save DC. On a failure, it disappears into an aberrant void. At the end of your next turn, it returns to the space it previously occupied or the nearest unoccupied space. If it is not an aberration, it takes 10d12 psychic damage when it returns. On a successful save, the creature is immune to this effect for 24 hours.

Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend 5 Psi Points to use this feature again.

Visionary

Visionaries control their wondrous power by projecting it into the world, creating semi-solid objects of psionic force. Unlike other Psions who can manipulate the world by thought alone, Visionaries must imagine physical objects to affect the world.

Psionic Projection

1st-level Visionary Awakening feature
You project your powers into the world as creations of pure psionic force. As an action, you can create an exact copy of a Tiny (or smaller) inanimate object that you have seen before. It forms in your hand or in an unoccupied space you can see within 10 feet. The Projection is a solid opaque object, and it is clearly a magical creation of shimmering psionic force.

Your Projections have hit points equal to your Psion level, and an Armor Class equal to your Intelligence score. It lasts indefinitely, but your Projection is destroyed if it is reduced to 0 hit points, if you use your action to touch the Projection and destroy it, or if you create another Psionic Projection.

When you use this feature you can expend Psi Points to create larger objects with more hit points, as shown below:

Psi Points Size Hit Points
None Tiny Psion level
1 Small 10 + Psion level
2 Medium 20 + Psion level
3 Large 30 + Psion level
5 Huge 50 + Psion level

Visionary Spells

1st-level Visionary Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.

Psion Level Spell
1st silent image
3rd shadow blade XGE
5th major image
7th hallucinatory terrain
9th creation

Deadly Projections

3rd-level Visionary Awakening feature
You can weaponize your Projections for use in combat. When you create a Psionic Projection, you can launch it at a target that you can see within 60 feet, forcing it to make a Dexterity saving throw against your Psion Spell save DC. It takes 2d6 force damage on a failure, plus another 2d6 damage for each Psi Point you spent to create the Projection. On a successful save, the target takes half as much force damage.

Success or failure, your Projection is destroyed on impact.

Projected Defense

6th-level Visionary Awakening feature
The speed at which you create your Projections has grown, and allows you to use them for your defense. When you are targeted by an attack you can see, you can use your reaction to create a defensive Psionic Projection of appropriate size between you and your attacker. Your Projection becomes the target of the attack in your place.

If the triggering attack destroys your Projection, you take any remaining damage as if the attack automatically hit you.

Greater Vision

14th-level Visionary Awakening feature
Your Visionary power and ability to maintain Projections has grown. The Psi Point cost of creating a Psionic Projection is reduced by 1 (to a minimum of 0 Psi Points). Also, whenever you create a Psionic Projection, you can expend an additional Psi Point to grant your Projection resistance to non-magical bludgeoning, piercing, and slashing damage.

Finally, you can have up to three Psionic Projections at one time. When you create a fourth Projection, you must choose one of your Psionic Projections to be instantly destroyed.

Visionary Journey

18th-level Visionary Awakening feature
You can project your consciousness into the world, and leave your body behind. You learn the astral projection spell, but it does not count against your total number of Spells Known.

Once per long rest, you can use an action to cast this spell, targeting only yourself, without expending Psi Points or the normal material components. If you do so, your Astral Form appears in an unoccupied space within 5 feet of your body. Your Astral Form and body share one pool of Psi Points, and your body cannot short or long rest while you use this spell.

When you have no uses of this feature left, you can expend 5 Psi Points to cast astral projection in this way again.

Wilder

By far the most volatile Psions, Wilders are those who never truly learn to control the wondrous power of their mind. They often discover their psionic abilities unexpectedly as a result of a traumatic event or violently manifest their mystic power after years of attempting to contain it. Wilders are as erratic as they are powerful and rarely have psionic masters. By the time these uncontrolled abilities develop, it is often too late to gain control of the torrent of psionic power within them.

Inscrutable Psyche

1st-level Wilder Awakening feature
The uncontrolled psionic storm within your mind makes you hard to mentally influence. Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw, you can expend 1 Psi Point as a reaction to roll with advantage.

If you succeed, the creature who forced you to make this saving throw takes psychic damage equal to your Psion level.

Wild Psionics

1st-level Wilder Awakening feature
The chaotic nature of your power can produce unpredictable effects. Immediately after you expend 1 or more Psi Points, roll a d6. If the result is equal to the number of Psi Points you expended, a Psionic Surge manifests alongside your effect.

Roll a d100 on the Psionic Surge table on the next page to determine the type of Psionic Surge effect that takes place. If a spell manifests, you are the target or center of that spell, it uses your Psion Spell save DC, and the spell effect persists on its own even if it would normally require concentration.

Wilder Spells

1st-level Wilder Awakening feature
You learn certain spells at the Psion levels in the table below. They become Psion spells, but don't count against your total of Spells Known and can't be replaced when you gain a level.

Psion Level Spell
1st hideous laughter
3rd crown of madness
5th cerebral blast LL
7th confusion
9th synaptic static XGE

Psionic Eruption

3rd-level Wilder Awakening feature
You can unleash bursts of raw mental force when in distress. When you are hit by an attack or fail a saving throw, you can use a reaction to expend Psi Points, forcing creatures within 10 feet to make an Intelligence saving throw. They take 1d12 psychic damage per Psi Point expended on a failed save, and half as much damage on a successful saving throw.

At certain Psion levels, the radius of this feature grows: at 14th level (20-foot radius) and at 18th level (30-foot radius).

Psychic Storm

6th-level Wilder Awakening feature
The chaotic storm within your mind empowers your psionics. Whenever you manifest a Psion spell that deals damage, you gain a 1d8 bonus to one damage roll of that spell.

Psionic Surge Table
d100 Surge d100 Surge
01-02 Roll on this table at the start of each
of your turns for 1 minute, ignoring
this result on subsequent rolls.
51-53 Up to three creatures of your choice
you can see within 30 feet take
4d10 psychic damage.
03-05 You manifest magic missile at 5th-level
targeting random creatures in range.
54-56 You regain all expended Hit Dice.
06-08 You are the target of a levitate spell. 57-59 Your Strength score becomes 4 for 1 minute.
09-11 You teleport to a random unoccupied
space you can see within 60 feet.
60-62 You are the target of a sleep spell cast
at a level equal to the number of Psi
Points that triggered this Surge.
12-14 You can speak only in Deep Speech
for the next 10 minutes.
63-65 For 1 minute, you can see into the
Ethereal Plane out to a 30-foot radius.
15-17 You gain 1d20 temporary hit points. 66-68 You are the target of a grease spell.
18-20 You leave footprints that glow with
an otherworldly light for the next hour.
69-71 You are frightened by the nearest creature
until the end of your next turn.
21-23 You gain the benefits of the jump LL spell. 72-74 You are the target of a hypnotic pattern spell.
24-26 You manifest disguise self, taking on the
appearance of the nearest humanoid.
75-77 You regain expended Psi Points equal
to your Intelligence modifier.
27-29 You float 1d10 inches off the
ground for the next hour.
78-80 For 1 minute, you regain 1 Psi Point
at the start of each of your turns.
30-32 Your skin is translucent for 1 minute. 81-83 You can immediately take one extra action.
33-35 You are the target of a confusion spell. 84-86 You are the target of a blur spell.
36-38 You loose all distinctive features and
appear as an average member of your race.
87-89 A fly spell manifests on a random
creature within 60 feet of you.
39-41 You emit bright light in out to a
10-foot radius for 1 minute.
90-92 The first spell you manifest in the next
miniute deals maximum possible damage.
42-44 You briefly see a fond childhood memory
of a random creature within 60 feet.
93-95 For 1 minute, you can teleport up to
20 feet to an unoccupied space
you can see as a bonus action.
45-47 You know every spell on the Psion spell
list for the next minute.
96-98 You are the target of an invisibility spell.
48-50 You gain resistance to all damage for 1 minute. 99-00 You regain all expended Psi Points.

Mental Torrent

14th-level Wilder Awakening feature
The chaotic whirlwind of power within your mind hinders the thoughts of those near you. When you force a creature within 15 feet to make an Intelligence, Wisdom, or Charisma saving throw to resist the effects of a Psion spell, Psion feature, or a Mystic Talent, it has disadvantage on its initial roll.

At 18th level, this feature affects creatures within 30 feet.

Controlled Surge

14th-level Wilder Awakening feature
You have some limited control over your inner psionic ability. Whenever you trigger a Psionic Surge, you roll twice on the Psionic Surge table and choose which effect takes place.

In addition, when you use Psionic Eruption, only creatures of your choice must make the Intelligence saving throw.

Unleashed Wilder

18th-level Wilder Awakening feture
Your uncontrolled inner power is potentially limitless. When you roll damage for a Psion spell and roll the highest possible result on any of the damage dice, you roll that die again, and add its result to the total damage roll of the spell, continuing until you do not roll the highest possible result on that die.

Wilders & Adventuring

Before playing a Wilder Psion, make sure to discuss the possible side effects of your Wild Psionics with your DM and the players at your table. Just because you enjoy the chaos does not mean everyone will!

Mystic Talents

Below are the Mystic Talents available to a Psion. If a Talent has a prerequisite, like your Psion level or another Talent, you can learn it at the same time you meet the prerequisites.

If you learn a new Cantrip or spell through a Mystic Talent, it doesn't count against your total number of Cantrips Known or Spells Known. But, if you already know the spell, you learn another Psion Cantrip or spell of the same level in its place.

Celerity

Psions who unlock the Celerity Talent use the mystical power of their minds to move at blinding speeds, enhance reflexes, and overcome any obstacles that may stand in their way.

Celerity I

Your speed increases by 10 feet, and you can take the Dash or Disengage action as a bonus action on each of your turns.

Celerity II

Prerequisite: 5th-level Psion, Celerity I
Your speed increases by an additional 5 feet. Whenever you take the Dash or Disengage action, you ignore the effects of difficult terrain, and you can move across liquids and along vertical surfaces without falling until the end of your turn.

Celerity III

Prerequisite: 11th-level Psion, Celerity I, II
Your speed increases by an additional 5 feet. Whenever you take the Dash or Disengage action, you can become invisible
    until you stop moving, or until the end of your turn.

Celerity IV

Prerequisite: 16th-level Psion, Celerity I, II, III
You have unlocked the full potential of your Celerity Talent. You can take a second action on each of your turns, but it can only be used to take the Dash, Disengage, or Dodge actions.

Iron Durability

Psions who unlock the Iron Durability Talent use their mystic mental abilities to enhance and harden their physical forms.

Iron Durability I

When you are not wearing armor, your Armor Class equals 10 + your Constitution modifier + your Intelligence modifier. You can benefit from this Talent if you are wielding a shield.

Iron Durability II

Prerequisite: 5th-level Psion, Iron Durability I
As a bonus action on each of your turns, you can infuse your body with psionic vitality to gain temporary hit points equal to your Intelligence modifier (minimum of 1).

Iron Durability III

Prerequisite: 11th-level Psion, Iron Durability I, II
When you take damage from a source you can see, you can use a reaction to expend 3 Psi Points and gain resistance to that type of damage. This resistance lasts until you use this feature to gain resistance to another type of damage.

Iron Durability IV

Prerequisite: 16th-level Psion, Iron Durability I, II, III
You unlocked the full potential of your Iron Durability Talent. You gain resistance to all bludgeoning, piercing, and slashing damage, and whenever you take damage you reduce it by an amount equal to your Intelligence modifier (minimum of 1).

Metamorphosis

Psions who unlock the Metamorphosis Talent use the mystic power of their mind to manipulate their body size and shape.

Metamorphosis I

You learn the psionic strike Cantrip. Whenever you make an unarmed strike, manifest psionic strike, or make a Strength check, you can use your Intelligence in place of Strength.

Metamorphosis II

Prerequisite: 5th-level Psion, Metamorphosis I
As a bonus action, you can spend 2 Psi Points to change your size, becoming Large or Tiny, gaining the respective benefits. This transformation lasts for up to 1 minute, but ends early if you are incapacitated or use a bonus action to end it. You can spend 1 Psi Point at the end of the transformation (no action required) to extend the duration by one additional minute.

Large. You become Large if you were not already, your height and weight increase to match your size, and you gain temporary hit points equal to your Intelligence score. For the duration, your melee attacks deal a bonus 1d4 damage, and you have advantage on Strength checks and saving throws, even if you use your Intelligence with Metamorphosis I.

Tiny. You become Tiny if you were not already, and your height and weight decrease to match your new size. For the duration, you can move through gaps as narrow as 6-inches wide without squeezing, and you gain a bonus to all Stealth checks equal to your Intelligence modifier (minimum of +1).

Metamorphosis III

Prerequisite: 11th-level Psion, Metamorphosis I, II
As a bonus action, you can expend 4 Psi Points to transform as if you has manifested polymorph LL targeting yourself.

When you manifest polymorph in this way, you retain your mental ability scores, the ability to use your Psionics, and any Awakening features or Mystic Talents that your new form is physically capable of using with its anatomy.

Metamorphosis IV

Prerequisite: 16th-level Psion, Metamorphosis I, II, III
You unlock the full power of your Metamorphosis Talent. As a bonus action you can spend 5 Psi Points to change your size, becoming Huge or Diminutive, gaining the benefits here. This transformation lasts for up to 1 minute, but ends early if you are incapacitated or you use a bonus action to end it. You can spend 1 Psi Point at the end of the transformation (no action required) to extend the duration by one additional minute.

Huge. You become Huge if you were not already, your height and weight increase to match, and you gain temporary hit points equal to two times your Intelligence score. For the duration, your melee attacks deal a bonus 2d6 damage, and you have advantage on Strength checks and saving throws, even if you use your Intelligence with Metamorphosis I.

Diminutive. You shrink to 1-inch in height and your weight decreases to match. For the duration, you can't make weapon attacks, but you add your Psion level to all Stealth checks.

Precognition

Psions who unlock the Precognition Talent use the mystical power of their minds to gain flashes of insight into the future.

Precognition I

You cannot be surprised unless you are unconscious, asleep, or incapacitated, and you gain a bonus to your initiative rolls equal to your Intelligence modifier (minimum of +1).

Precognition II

Prerequisite: 5th-level Psion, Precognition I
When you are hit by an attack that you can see,
you can use your reaction to add 1d4 to your
Armor Class against that attack.

Precognition III

Prerequisite: 11th-level Psion, Precognition I, II
As a bonus action, you can enter a heightened precognitive state which you must concentrate on as if concentrating on a spell. For the duration, whenever you make an ability check, attack roll, or saving throw, you gain a 1d4 bonus to the roll.

Precognition IV

Prerequisite: 16th-level Psion, Precognition I, II, III
You have unlocked the full power of your Precognition Talent. When you roll initiative you can use a reaction to take a turn before any other creature acts. This turn can only be used to take one action, one bonus action, or move up to your speed without provoking opportunity attacks.

Finally, while you are in your heightened precognitive state you gain an additional reaction that you can take each round, but you can only use one of your reactions per each trigger.

Restoration

A rare ability, Psions who unlock the Restoration Talent use the mystical power of the mind to restore and regenerate life.

Restoration I

You have a Restoration Pool of healing power that can heal
a number of hit points equal to five times your Psion level. As an action, you can touch a creature and channel power from the pool to restore a number of hit points up to the maximum amount left in your pool. You can't heal undead or constructs. Your Restoration Pool replenishes at the end of a long rest.

                  Restoration II

                          Prerequisite: 5th-level Psion, Restoration I
                            As an action, you can touch a creature and
                             expend 5 points from your Restoration Pool
                               to end the following conditions: blinded,
                                 charmed, deafened, frightened, paralyzed,
                                         poisoned, or stunned. You can end
                                              multiple conditions with a touch,
                                                  expending 5 points for each.

                                                         You can use your other
                                                     Restoration Talent powers as
                                                     part of one touch, expending
                                                     points for each of the effects.

Restoration III

Prerequisite: 11th-level Psion,
Restoration I and Restoration II
As an action, you can touch a creature
that has died within the last minute and
expend 10 points from your Restoration
Pool to bring it back to life with 1 hit point.
This ability has no effect on creatures that
die of old age or natural causes.

You can use the other powers of your
Restoration Talent as part of the same touch
by spending points for each individual effect.

Restoration IV

Prerequisite: 16th-level Psion, Restoration I, II, III
You have unlocked the full power of Restoration. As
an action, you can use your Restoration Talent powers
on any one creature that you can see within 120 feet.

You can also end the effects here with 10 points from
your Restoration Pool: petrified, one level of exhaustion,
or reduction to an ability score or hit point maximum.

Telekinesis

Often considered the purest Talent a Psion can master,
those who unlock the Telekinesis Talent use their mystic
power to move objects and creatures with their thoughts.

Telekinesis I

You learn the mage hand Cantrip, and when you manifest it you do not need to provide its verbal or somatic components. The hand is invisible and is capable of anything you would be capable of doing with one of your hands, including shoving, grappling, and using tools. However, it uses your Intelligence, in place of your Strength, for ability checks.

The hand can push, pull, drag, or lift a number of pounds equal to 10 times your Intelligence score (minimum of 10).

Telekinesis II

Prerequisite: 5th-level Psion, Telekinesis I
When you manifest mage hand, you manifest two hands that use the rules of Telekinesis I. You can move one of the hands as an action or bonus action (but not both). If the mage hands are in the same space you can use both of them together, and they are capable of anything you would be capable of doing with both of your hands at one time.

If they are in the same space and used together, the mage hands can push, pull, drag, or lift a number of pounds equal to 30 times your Intelligence score (minimum of 30).

Telekinesis III

Prerequisite: 11th-level Psion, Telekinesis I, II
You learn the telekinesis spell, and whenever you manifest it, you do not need to provide its verbal or somatic components, and it lasts as long as you can maintain your concentration.

Telekinesis IV

Prerequisite: 16th-level Psion, Telekinesis I, II, III
You have unlocked the full potential of the Telekinesis Talent. You can cast telekinesis at will, without expending Psi Points.

Finally, whenever you make an ability check with either of your mage hands or the telekinesis spell, you can expend one
    Psi Point to gain advantage on your roll.

Telepathy

Psions who unlock the Telepathy Talent use the mystic power of their minds to mentally communicate with other creatures and can weaponize this power to mentally attack their foes.

Telepathy I

You can telepathically communicate with any creature you can see within 60 feet. You do not need to share a language, but the target must speak at least one language to respond. You can only communicate with one creature at a time.

When you manifest a Psion spell, you can use telepathy to fulfill the verbal component for one of the spell's targets, so long as it meets the requirements for your telepathy above.

Telepathy II

Prerequisite: 5th-level Psion, Telepathy I
The range of your telepathy becomes 1,000 feet. As an action, you can form a telepathic network linking you to a number of creatures equal to your Intelligence modifier, so long as they are eligible for Telepathy I. Creatures within this web can all communicate telepathically while within 1,000 feet of you.

Telepathy III

Prerequisite: 11th-level Psion, Telepathy I, II
The range of your telepathy becomes 1 mile, but to establish a telepathic connection with a creature that you can't see you must have previously connected telepathically with them.

Telepathy IV

Prerequisite: 16th-level Psion, Telepathy I, II, III
You have unlocked the full potential of your Telepathy Talent. There is no limit to the range of your telepathy, and whenever a creature within your telepathic network is forced to make a saving throw you can use your reaction to expend 1 Psi Point and add your Intelligence modifier to the result of its roll.

The Psion

Unlock the wondrous power that lies dormant within your mind with this psionic class for 5e! Focus your mystic abilities with six Awakenings and twenty-eight Mystic Talents to master.

Version 2.3.0 - Created by /u/laserllama
Last Updated: August 25th, 2024

Additional Laserllama Homebrew content,
can be found for free on GM Binder.

Like what you see? Support me on Patreon! Patrons get access to two exclusive Awakenings:
- channel planar power with the Convergent -
- manipulate gravity with Magnetism -

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.