5e Psion (11Sirus11)

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Sirus's Psion (5e)

Psion Table

Level PB Features Talents Known Psi Points Psi Limit Manifester Level
1st +2 Psionics, Specialization, Qualith (Optional) 3 2 1 1st
2nd +2 Autohypnosis 3 3 1 1st
3rd +2 Metapsionics 3 6 2 2nd
4th +2 Ability Score Increase, Willpower 4 8 2 2nd
5th +3 Psionic Mastery 4 13 3 3rd
6th +3 Specialization Feature 4 16 3 3rd
7th +3 4 23 4 4th
8th +3 Ability Score Increase, Strength of Mind 4 27 4 4th
9th +4 4 36 5 5th
10th +4 Schism 5 41 5 5th
11th +4 Manifest Power (6th) 5 47 5 6th
12th +4 Ability Score Increase 5 50 5 6th
13th +5 Manifest Power (7th) 5 54 5 7th
14th +5 Specialization Feature 5 58 5 7th
15th +5 Manifest Power (8th) 5 62 5 8th
16th +5 Ability Score Increase 5 66 5 8th
17th +6 Manifest Power (9th) 5 71 5 9th
18th +6 Specialization Feature 5 76 5 9th
19th +6 Ability Score Increase 5 82 5 9th
20th +6 Psionic Body 5 89 5 9th

About the Class

As a psion, you are a student of the psionic disciplines: Clairsentience, Metacreativity, Psychokinesis, Psychometabolism, Psychoportation, and Telepathy.

Perhaps you have spent years inferring the nature of psionics from deteriorating tomes and scrolls in a grand library, or apprenticed under a master- meditating on the meanings.

Whatever your origin, your devotion and mastery have made you an embodiment of true psychic power; capable of shaping reality in accordance with your will.

Hit Points

Hit Dice: 1d6
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: daggers, darts, slings, quarterstaffs, light crossbows
Tools: None

Saving Throws: Intelligence, Wisdom
Skills: Choose 2 from Arcana, History, Insight, Medicine, Nature, Perception, and Religion.

Starting Equipment

  • (a) a dagger or (b) a quarterstaff
  • (a) a light crossbow and 20 bolts or (b) two daggers
  • A psychic focus
  • (a) a scholar’s bag or (b) an explorer’s bag

Alternatively, you may start with 4d4 × 10 gp to buy your own equipment.

Features

Psionics

Thought Made Manifest

Psionic powers require no verbal or somatic components. Unless specified by the power, the only material component necessary is supplied by a psychic focus. There are two broad categories of psionic powers: talents and abilities. Psionic talents do not require psi points to manifest their effects. Whereas psionic abilities require spending some number of psi points to use.

The attack modifier and save DC for your psionic powers are as follows:

Psionic attack modifier = your proficiency bonus + your Intelligence modifier

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

When a psionic power has a saving throw, it is made against your psionic save DC.

Psionics generally have some sort of tell when they’re being used (i.e. glowing eyes, flashes of light, soft rumblings, floating objects, a sharp change in temperature, a pungent smell, etc.).

Using Psi Points

On acquiring Psionics, you gain a pool of psi points representing your well of inner power.

Your psi limit determines the maximum number of psi points you can spend on your turn. You cannot exceed this limit. Both your psi limit and total psi points for your psion level are shown in the Psi Limit and Psi Points columns on the Psion table.

You can normally use only one ability and talent on a turn.

Any expended psi points are recovered upon completion of a long rest.

Knowing Your Limits

You can use psionic powers at your psi limit twice without issue. Afterwards, you gain 1 level of exhaustion each time you do so again.

For your 3rd-level and higher powers, you have a number of uses equal to your manifester level.

Any expended uses for either limit are regained after completing a long rest.

Manifester Levels of Psionic Powers

The number of psi points spent on manifesting a power determines the manifester level of that particular use of the power. Reference this table as needed.

Manifester Level Psi Points
1st 1
2nd 2
3rd 3
4th 4
5th 5
6th 6
7th 7
8th 8
9th 9

Psionic Disciplines

There are 6 psionic disciplines that all psion’s learn from: clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.

Each discipline has ranks corresponding to manifester levels (talent sections serving as rank 0)- the telepathy 4 section lists 4th-level telepathy abilities.

Learning Psionic Powers

At 1st level, you learn 2 talents and 2 abilities of your choice. The manifester level you must be to acquire an ability is equal to its rank within its discipline or higher. On leveling up in this class, you learn a new ability, and can swap out an ability learned in this way with another you meet the requirements for.

Psychic Focus

You have proficiency with your psychic focus, which you must have to use your psionic abilities. It can be a crystal ball, or a hand bell; generally embodying your specialization in some way. Whatever its form, it remains as a Tiny crystal object; symbolic of your psychic power.

If the focus is lost to you, but still intact and somewhere on the same plane, you remain aware of its direction and distance from yourself.

As a bonus action, you can telekinetically retrieve the focus (even if you cannot see it); it must be at least somewhere within your ZoI, have a simple path to travel, and not be attended to by another creature.

To create a new focus or reshape your old one, you can spend 1 hour without moving move or losing concentration. You can shape your new focus in any way you desire. However, it maintains the Tiny size and crystalline appearance.

Magic-Psionic Interactions (or Lack Thereof)

Magic-Psionic Transparency

For the Detect Magic spell, translating psionic auras to schools of magic is as follows:

  • clairsentience as divination

  • metacreativity as illusion

  • psychokinesis as evocation

  • psychometabolism as transmutation

  • psychoportation as conjuration (for teleportation and portals) or transmutation (for altering space or time)

  • telepathy as divination (for mind-to-mind communication) or enchantment (for mind altering)

The reverse identifications hold true when using Detect Psionics to identify magic auras.

Magic vs Psionic

Magic spells and psionic powers cannot directly interact with one another- for example, Psionic Knock cannot suppress the Lock spell, and vice versa for the Knock spell when used on Psionic Lock.

When using either Dispel Psionics or Dispel Magic, magical effects that are of level to be dispelled without a check are still dispelled normally. Any check made with Dispel Magic against a psionic power is made with disadvantage. Any check made with Dispel Psionics against a spell is, likewise, made with disadvantage. Counterspell automatically fails when used to counter psionic powers (there is no Psionic Counterspell).

Psionics is affected by antimagic zones in the same way as magic.

Specialization

At 1st level, you begin down the path of your chosen Specialization.

You acquire features from your Specialization at 1st, 6th, 14th, and 18th level.

Available Specializations are:

  • Egoist
  • Kineticist
  • Nomad
  • Seer
  • Shaper
  • Telepath

Qualith

1st-level optional feature

Starting at 1st level, you can read, speak, and write Qualith- the psychic language of the Illithids. This language can be fully understood only by psionic creatures.

Taking this feature grants you a form of telepathy that you can use as freely as verbal speech; allowing you to send telepathic messages to a creature you can see within 120 feet. Your messages must be in a language the recipient knows, or else they simply “hear” unintelligible syllables and do not understand the message.

Speaking Qualith traditionally involves using the tentacles of the Illithid’s face to make gestures as they use telepathy to color the meanings. Non-Illithids can utilize any of the following to replicate the gestures:

  • astral constructs (metacreativity)

  • manipulation of facial hair (psychokinesis/psychoportation)

  • boneless fingers (psychometabolism)

  • perception altering (telepathy)

Text of this language, traditionally, is inscribed on surfaces in the form of four parallel, textured lines. Additionally, the text is imbued with psychic energy to convey the full message. An Illithid reads by running their tentacles along the lines while utilizing their psionics to interpret the meaning within the imbued psychic energy.

After inscribing the text, implant a telepathic message of up to 10 words + 10 words per your manifester level. You do so in a language you know. A non-psionic creature attempting to read the text must succeed on an Intelligence saving throw with a DC set by 11 + your manifester level. On a failure, they “hear” meaningless mental syllables, and take 1d4 non-lethal psychic damage. On a success, they do not comprehend the message unless using magic, such as Comprehend Languages, and do not take the psychic damage.

Autohypnosis

Starting at 2nd level, you are able to make Wisdom (autohypnosis) checks with proficiency. You can do the following:

  • Ignore pain: When you are subject to a non-magical secondary effect from a damage source, you can make an autohypnosis check against a DC equal to the damage taken or DC 10 (whichever is higher). On a success, you ignore the secondary effects, but you still take the damage- in this way, you can ignore the movement penalty of caltrops.
  • Memorize: As an action, you memorize up to 800 words, symbols, or characters; or 1 page of information. Completely recalling the information requires an DC 10 autohypnosis check with proficiency. A failure still results in no less than half of the information being recalled.

  • Resist dying: If treating your death saving throw as an autohypnosis check would result in a 20 or higher, you become stable at 0 hit points.

  • Resist fear: After failing on a saving throw against being frightened, you can attempt to shrug off the fear with an autohypnosis check against the same DC on your next turn.

  • Tolerate poison: When making a saving throw against a poison's secondary effect, you make an autohypnosis check. On a success, you ignore the secondary effect. This has no effect on the initial save against being poisoned.

Metapsionics

At 3rd level, you gain two metapsionic options. You gain an additional one at 5th, 10th, 14th, and 17th level.

When you use a psionic power, you can use one metapsionic option you know (unless you would exceed your psi limit).

Starting at 5th level, provided you cover the costs with mastery psi points, you can use, and even repeat, multiple metapsionic options you know simultaneously.

Bolster Power (1 psi/mastery). When forcing a saving throw with a psionic power, you can add +1 to the save DC. You add another +1 per additional use of this option.

Burrowing Power (1 psi/mastery). On making a ranged psionic attack, your power briefly passes through the Astral Plane up to 5 feet along its path. Your power exits the Astral just before getting to the target. You ignore the benefits of partial cover with this option.

Chain Power (1 psi/mastery). On targeting with a power, you choose an additional target for the power per use of this option. Each additional use of the power is resolved in order of whichever target is closest to the previous one. Any damage dealt is half that dealt to the previous target. Each new target must make the saving throw against the ability if it has one.

Delay Power (1 psi/mastery). On manifesting a power, you specify when in the near future the ability goes into effect (up to 5 rounds). Effects resolve as normal at the specified time. You pay the psi cost when you manifest the power, and not when it goes into effect.

Enlarge Power (1 psi/mastery). On manifesting a power with a range of 5 feet or greater, the range becomes double its normal range for that use of the power. If the power’s range is touch, the range becomes 30 feet.

Maximize Power (1 psi/mastery). When resolving a psionic power involving a numeric total (dealing damage, healing hit points, etc.), you reroll a number of the dice up to your Intelligence modifier (minimum of one). You use the greater result for each rerolled die. Repeated uses of this option do not stack.

Quickened Power (2 psi/mastery). When you manifest a power that requires an action, you can use this option to manifest it with a bonus action for that use of the power. Repeated uses of this option do not stack.

Subtle Power (1 psi/mastery). When you manifest a power, you can use this option to suppress the tells of your psionics.

Transdimensional Power (2 psi/mastery). Your ability affects a target you perceive within an extradimesional space (i.e. a creature using Rope Trick, Blink, etc.). You can affect another creature per additional use of this option.

Metapsionic Options

3rd-level optional feature

These options are added to the Metapsionics feature.

Energy Conversion (1 psi/mastery). When you would deal acid, cold, fire, lightning, or thunder damage with a psionic power, you can choose to deal one of the other aforementioned damage types instead.

Split Psionic Ray (1 psi/mastery). When you attack with a psionic ray, you can produce an additional one per use of this option. Each additional ray deals the same damage as the first, and can hit targets within 30 feet of the initial target.

Widen Power (1 psi/mastery). On using an area ability, you increment the size of a cone by 15 feet, the length of a line by 10 feet, the height of a cylinder by 10 feet, a radius by 5 feet, or every dimension of a cube by 5 feet; you do so per use of this option.

Willpower

Starting at 4th level, when your hit points would reach 0, you can choose to make a DC 20 Wisdom check with proficiency. On a success, you have 1 hit point instead of dropping to 0 hit points.

You can use this feature to attempt the save up to a number of times equal to your Intelligence modifier, and regain any expended uses after finishing a long rest.

Psionic Mastery

Starting at 5th level, you generate 1 mastery psi point at the start of each of your turns. At that time, any remaining mastery psi points you generated on your previous turn disappear.

Mastery psi points can be used to utilize your metapsionic options and augment your psionic talents. Mastery psi points count toward your psi limit, and you cannot exceed your psi limit with them.

At higher levels. The number of mastery psi points you generate increases by one at 11th level (2 mastery psi points), and again at 17th level (3 mastery psi points).

Strength of Mind

Starting at 8th level, the mental bulwark of your mind stands stalwart against transgression.

  • You have resistance to psychic damage.

  • Your mind cannot be read unless you allow it.

  • While under any compulsion effect to speak the truth (i.e. when subject to a Zone of Truth), you can willfully lie via telepathy.

Schism

Starting at 10th level, you can spend 10 minutes and 3 psi points to create a secondary sentience within your mind.

This secondary sentience is only capable of performing purely mental actions. It telepathically communicates with you and has the same Intelligence, Wisdom, and Charisma ability scores as you, but it is otherwise treated as a separate entity. It does not have access to your class features, feats, racial traits, proficiencies, etc..

The secondary sentience has an action it can take on each of your turns to produce a psionic talent you know. Powers it manifests must only take 1 action, and cannot have a range of touch.

If you were to become charmed, you can use a reaction for the secondary entity to become charmed in your stead. Doing so shields you from becoming charmed, destroys the secondary sentience, and ends any effects it maintained.

Starting at 14th level, the secondary sentience can spend 1 psi point to produce psionic powers you know; 2 psi points at 18th level. Psi points spent by it come out of your pool of psi points and also count toward your psi limit.

Manifest Power (6th)

Starting at 11th level, you can push past your psi limit.

Your psi limit becomes 7 for a single manifestation of your psionics.

You can use this feature once, and regain use of it after finishing a long rest.

Manifest Power (7th)

At 13th level, you press further beyond your limits.

Your psi limit becomes 8 for a single manifestation of your psionics.

You can use this feature once, and regain use of it after finishing a long rest.

Manifest Power (8th)

At 15th level, you go even further beyond.

Your psi limit becomes 9 for a single manifestation of your psionics.

You can use this feature once, and regain use of it after finishing a long rest.

Manifest Power (9th)

At 17th level, you reach for the pinnacle of psionic power.

Your psi limit becomes 10 for a single manifestation of your psionics.

You can use this feature once, and regain use of it after finishing a long rest.

Psionic Body

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

  • You gain resistance to bludgeoning, piercing, and slashing damage.

  • You no longer age.

  • You are immune to disease, exhaustion, poison damage, and the poisoned condition.

  • If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d3 days later on the plane of existence where you died, having gained the benefits of one long rest.

Specializations (Subclasses)

Egoist

You have proficiency with Acrobatics and Medicine checks. For each of those skill proficiencies you already have, you take a new skill proficiency.

Psychometabolism Specialist

1st-level Egoist feature

You gain the following powers at the respective levels in this class. When you gain a level in this class, you can switch one power on the table with another power from the psychometabolism discipline of equal manifester level.

Level Power
1st Brute Strike, Vigor, Bestial Claws
3rd Adaptive Shield, Animal Affinity
5th Psionic Haste, Touchsight
7th Armored Form, Metamorphosis
9th Adapt Body, Giant Form

Psionic Durability

1st-level Egoist feature

You gain 1 hit point and increase your hit point maximum by 1. You do so again every time you level up in this class.

Mithridate

6th-level Egoist feature

You are resistant to poison damage and have advantage on saving throws against effects that cause the poisoned condition.

Psychosomnia

6th-level Egoist feature

You don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. You cannot be charmed by effects that would force you to sleep.

Psychosenescence

14th-level Egoist feature

You age considerably slower. You age 1 year for every 10 years that pass.

As an action, you can alter your body in numerous ways. To the extent that your facial features, hair color, skin tone, height (up to 2 feet taller or shorter), and apparent age can be as you desire.

Improved Psionic Durability

18th-level Egoist feature

You gain resistance to the radiant and necrotic damage types.

Kineticist

You gain proficiency with Intimidation. If you already have this proficiency, you take a new skill proficiency.

Psychokinesis Specialist

1st-level Kineticist feature

You gain the following powers at the respective levels in this class. When you gain a level in this class, you can switch one power on the table with another power from the psychokinesis discipline of equal manifester level.

Level Powers
1st Absorb Energy, Energy Ray, Far Hand
3rd Energy Push, Energy Stun
5th Energy Bolt, Energy Burst
7th Energy Ball, Inertial Barrier
9th Energy Current, Energy Immunity

Energy Affinity

1st-level Kineticist feature

you choose acid, cold, fire, lightning, or thunder. Your choice becomes your energy affinity. If you or an ally within 30 feet is dealt damage matching your energy affinity, you can use your reaction to reduce the damage by an amount equal to your Intelligence modifier.

Potent Psionics

6th-level Kineticist feature

On a hit with your weapon or psionic ability, you deal an additional 1d8 points of the damage type matching your energy affinity.

This damage becomes 2d8 at 14th level.

Energy Fortress

14th-level Kineticist feature

You can finely control the flow energy around you. As an action, choose acid, cold, fire, lightning, or thunder damage. For the next minute, you and allied creatures within 30 feet of you gain resistance to the chosen damage type.

You can use this feature once, and regain use of it after completing a long rest.

Energy Domain

18th-level Kineticist feature

You designate a point you can see within 150 feet, and force each creature within a 30-ft radius to make a saving throw determined by your energy affinity. A creature within the area takes 10d10 damage of your energy affinity on a failure, or half as much on a success. Effects persist in the area for 1 minute. A creature ending their turn in the affected area must repeat the saving throw, taking 1d10 of the same damage type on a failure.

Energy Affinity Saving Throw
Acid Constitution
Cold Constitution
Fire Dexterity
Lightning Dexterity
Thunder Constitution

You can use this feature once, and regain use of it after completing a long rest.

Nomad

You gain Athletics and Survival proficiencies. For each skill proficiency you already have, you take a new skill proficiency.

Psychoportation Specialist

You gain the following powers at the respective levels in this class. When you gain a level in this class, you can switch one power on the table with another power from the psychoportation discipline of equal manifester level.

Level Power
1st Anchor, Detect Teleportation, Rift Step
3rd There and Back Again, Transposition
5th Psionic Slow, Time Hop
7th Psionic Banishment, Dimensional Anchor
9th Psionic Far Step, Psionic Plane Shift

Memory of a Thousand Steps

1st-level Nomad feature

When hit by an attack, you can use your reaction to teleport to an unoccupied space that you occupied on your last turn. The attack misses you.

You can use this feature once, and regain use of it after a long rest.

Astral Caravan

6th-level Nomad feature

You can traverse the Astral Plane, and, by extension, to the Outer Planes.

After 1 hour of preparation and spending 5 psi points, you and up to 10 other willing creatures, all hand-in-hand to make a chain, depart from the Material Plane to travel through the Astral.

As the lead, you must make an Intelligence check every 12 hours to progress the caravan to your destination. The DC of the checks, as well as bonuses you can apply, are determined by your familiarity and connection with the destination (see the following tables).

Familiarity with the Destination DC
No knowledge of the plane or connection to it n/a (Not happening)
Secondhand knowledge of the destination (you have heard of the destination) 20
Firsthand (you have visited before) 15
Familiar (you have visited three or more times, or originate from there) 10
Connection to the Destination Modifier
Another creature in the caravan, or magical object in your possession, originates from the destination +2
You possess an item of great historical significance to the destination Your PB
You possess a legendary item known to many creatures at the destination Your PB x2

On 5 successful Intelligence checks, Astral Caravan ends and you arrive on the target plane. If you had a specific location in mind, you end up somewhere within 10 to 1000 miles of your target destination and know the general direction to go upon first arriving on the plane.

Throughout an instance of Astral Caravan, the hand chain consisting of you and your fellow travelers moves through the Astral Plane. If the hand chain were to be broken during this time for more than two consecutive rounds, the travelers toward the rear from the break stop moving with the caravan.

Astral Caravan can be ended early as a bonus action. Doing so halts the caravan where it presently is within the Astral.

Teleport Trigger

14th-level Nomad feature

You learn the psionic teleport power, if haven't already.

As an action, you specify a situation that triggers an automatic manifestation of Psionic Teleport, taking you to a predetermined location. You must know the psionic teleport power and have sufficient psi points to manifest it when the specified situation occurs.

The teleport trigger goes off on the initiative count immediately after the specified situation occurs. The specified situation can be described in general terms or specific terms.

You can have only one teleport trigger active at a time.

Superior Teleportation

18th-level Nomad feature

You gain a superior talent for teleportation. When you use psi points to teleport any distance, you can increase that distance by up to 10 feet.

Seer

You have Perception proficiency. If you already have this proficiency, you take a new skill proficiency.

Clairsentience Specialist

1st-level Seer feature

You gain the following powers at the respective levels in this class. When you gain a level in this class, you can switch one power on the table with another power from the clairsentience discipline of the same manifester level.

Level Powers
1st Assess Foe, Read Moods, Telemetry
3rd Clairvoyant Sense, Object Reading
5th Fate Link, Perceive the Unseen
7th Remote Viewing, Psionic Locate Creature
17th Reality Revision

Precognition

1st-level Seer feature

You become able to glimpse the near future. As a bonus action, you acquire a “precognitive edge” in the form of a d6. Until the end of your next turn, you can roll the die and add its result to an ability check, attack roll, damage roll, or saving throw. You can decide to do so after determining whether the result would have succeeded with or without it. You can only have one precognitive edge at a time.

You can use this feature up to a number of times equal to your Int modifier (min. 1), and regain any expended uses after completing a long rest.

Your precognitive edge increases in size to d8 at 6th level, d10 at 14th level, and d12 at 18th level.

Far Cry of a Near Shore

1st-level Seer feature

You can add your Int modifier to your initiative rolls.

Vigilance

6th-level Seer feature

You can no longer be surprised.

Additionally, creatures targeting you gain no secondary benefits from having advantage, unless you are restrained or incapacitated.

Bend Reality

14th-level Seer feature

As an action, you can manifest nearly any type of effect. With Bend Reality, you can do any of the following:

  • Duplicate any psion power of 6th level or lower.

  • Duplicate any other power (but not a spell) of 5th level or lower.

  • Produce any other effect whose level is in line with the above effects, such as a single creature automatically hitting on its next attack, taking a -5 penalty on its next saving throw, or becoming subject to a restorative effect.

You can’t use this power again until having completed 1d4 long rests.

Claircognition

18th-level Seer feature

You acquire a sixth sense. You are aware of the location of creatures with an Intelligence score of 3 or higher that are within 10 feet of you. Invisibility does not impose disadvantage on you when targeting creatures detected by this feature.

Shaper

You gain proficiency with Deception, as well as with disguise kits. If you already have either of these proficiencies, you may take a new proficiency of the same category (skills or tools).

Metacreativity Specialist

1st-level Shaper feature

You gain the following powers at the respective levels in this class. When you gain a level in this class, you can switch one power on the table with another power from the metacreativity discipline of the same manifester level.

Level Powers
1st Entangling Ectoplasm, Swarm of Crystals, Crystal Shard
3rd Concealing Amorpha, Psionic Spiritual Weapon
5th Ectoplasmic Cocoon, Energy Wall
7th Create Quintessence, Psionic Fabricate
9th Ectoplasmic Shambler, Hail of Crystals

Manifest Astral Construct

1st-level Shaper feature

You can use a bonus action to magically manifest a construct from ectoplasm in an unoccupied space you can see within 15 feet of you. Its translucent form is vaguely humanoid and shines softly, but otherwise appears as you desire. It lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another construct, or until you're incapacitated. Your construct can be up to 30 feet away from you, and disappears if any further away.

Your astral construct has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the construct to move up to 30 feet in any direction (no action required).

Psychic damage that would be dealt to your construct is dealt to you instead.

You can use the construct in the following ways:

  • As a bonus action and at a cost of 15 feet of your movement, you can teleport to within 5 feet of your construct regardless of the distance between the two of you.

  • When you take the Attack action on your turn, any attack you make with that action can originate from your space or the construct’s space. You make this choice for each attack.

  • Your construct can use your psionic powers as if you were standing in its place.

Ectopic Reconstitution

14th-level Shaper feature

When your astral construct drops to 0 hit points, you can use your reaction to spend 2 psi points and prevent its form from discorporating- restoring it to 1 hit point.

You can do so a number of times up to your Intelligence modifier.

Telepath

You gain proficiency with Deception and Insight. For each one you already have, you can take a new skill proficiency.

Telepathy Specialist

1st-level Telepath feature

You gain the following powers at the respective levels in this class. When you gain a level in this class, you can switch one power on the table with another power from the telepathy discipline of equal manifester level.

Level Powers
1st Mind Thrust, Thought Shield, Telepathic Speech
3rd Ego Whip, Id Insinuation
5th Mind Trap, Mind Blast
7th Psychic Blast, Psionic Confusion
9th Rary's Telepathic Bond, Tower of Iron Will

Stand Still

1st-level Telepath feature

You can stop a creature in place. As a reaction to a creature you can see within 60 feet moving at least 5 feet, you force the target to make a Wisdom saving throw. On a failure, they are compelled to stay where they are until the start of their next turn. A creature with immunity to charm effects is unaffected by this feature.

You can use this feature twice, and regain any expended uses after a long rest.

Potent Psionics

6th-level Telepath feature

On a hit with your weapon or psionic ability, you deal an additional 1d8 psychic damage.

This increases to 2d8 points of psychic damage at 14th level.

Autohypnosis: Resist Charm

14th-level Telepath feature

After failing a saving throw against an effect that causes the charm condition, while charmed, you make a Wisdom (autohypnosis) check against the effect. The DC is equal to that of the original save against the effect. On a success, you act and think normally, but remain unable to harm the object of the charm.

Parasitic Power

18th-level Telepath feature

You can leech psychic energy from other creatures to supplement your own power. As an action, choose a willing creature within 30 feet, and deal 2d6 in psychic damage. In return, you regain a number of psi points up to the damage dealt. If the target was charmed by you, the charm condition ends.

You can use this power once, and regain any expended use after a short or long rest.

Psion Powers List

Note: Included spells from existing, official content are to be treated as their psionic equivalent- i.e. psionic plane shift (see subclass supplement). See the Psi Point Conversion table to determine costs. Cantrip damage progressions are replaced by augmenting with mastery psi points; each mastery psi point represents a damage progression- i.e. bestial claws.

Talents (0th Level)

  • Acid Splash
  • Bestial Claws
  • Control Flame
  • Create Bonfire
  • Crystal Shard
  • Druidcraft
  • Far Hand
  • Friends
  • Frostbite
  • Guidance
  • Gust
  • Light
  • Matter Agitation
  • Mending
  • Message
  • Mind Sliver
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Rift Step
  • Resistance
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Telemetry
  • Telepathic Speech
  • Thaumaturgy
  • Thunderclap

1st Level

  • Absorb Energy
  • Alarm
  • Anchor
  • Animal Friendship
  • Arms of Hadar
  • Assess Foe
  • Brute Strike
  • Catapult
  • Cause Fear
  • Charm Person
  • Color Spray
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Detect Teleportation
  • Disguise Self
  • Dissonant Whispers
  • Entangle
  • Expeditious Retreat
  • Energy Ray
  • Enhance Ability
  • Entangling Ectoplasm
  • Faerie Fire
  • Featherfall
  • Grease
  • Gust of Wind
  • Hellish Rebuke
  • Ice Knife
  • Identify
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Magnify Gravity
  • Mind Thrust
  • Read Moods
  • Shield
  • Sleep
  • Swarm of Crystals
  • Tasha's Hideous Laughter
  • Thought Shield
  • Vigor
  • Witch Bolt

2nd Level

  • Adaptive Shield
  • Aid
  • Animal Affinity
  • Anchor
  • Augury
  • Blur
  • Borrowed Knowledge
  • Clairvoyant Sense
  • Concealing Amorpha
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Teleportation
  • Detect Thoughts
  • Ego Whip
  • Energy Push
  • Energy Stun
  • Enlarge/Reduce
  • Entangling Ectoplasm
  • Enthrall
  • Gift of Gab
  • Heat Metal
  • Hold Person
  • Id Insinuation
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Arcane Lock
  • Magic Weapon
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Object Reading
  • Phantasmal Force
  • Rope Trick
  • Protection from Poison
  • See Invisibility
  • Silence
  • Spiritual Weapon
  • Suggestion
  • Tasha's Mind Whip
  • There and Back Again
  • Transposition*
  • Vortex Warp
  • Warding Bond
  • Warding Wind

3rd Level

  • Ectoplasmic Cocoon
  • Fly
  • Sending
  • Nondetection
  • Protection from Energy
  • Blink
  • Catnap
  • Dispel Magic
  • Enemies Abound
  • Energy Bolt
  • Energy Burst
  • Energy Wall
  • Fate Link
  • Fear
  • Gaseous Form
  • Haste
  • Incite Greed
  • Intellect Fortress
  • Meld into Stone
  • Mind Blast
  • Mind Trap
  • Perceive the Unseen
  • Pulse Wave
  • Slow
  • Stinking Cloud
  • Summon Shadowspawn
  • Teleportation Circle
  • Temporal Shunt
  • Time Hop
  • Tongues
  • Touchsight
  • True Seeing
  • Vampiric Touch
  • Water Breathing
  • Water Walk

4th Level

  • Arcane Eye
  • Armored Form
  • Banishment
  • Charm Monster
  • Compulsion
  • Confusion
  • Create Quintessencee
  • Death Ward
  • Dominate Beast
  • Dimension Door
  • Dimensional Anchor
  • Divination
  • Energy Ball
  • Fabricate
  • Freedom of Movement
  • Geas
  • Greater Invisibility
  • Inertial Barrier
  • Locate Creature
  • Polymorph
  • Psychic Blast
  • Metamorphosis
  • Mordenkainen's Private Sanctum
  • Phantasmal Killer
  • Psychic Blast
  • Otiluke's Resilient Sphere
  • Raulothm's Psychic Lance
  • Remote Viewing
  • Summon Construct
  • Stoneskin
  • Stone Shape
  • Wall of Force

5th Level

  • Adapt Body
  • Bigby's Hand
  • Conjure Elemental
  • Creation
  • Dream
  • Dominate Person
  • Ectoplasmic Shambler
  • Energy Current
  • Energy Immunity
  • Enervation
  • Far Step
  • Giant Form
  • Hail of Crystals
  • Hold Monster
  • Modify Memory
  • Legend Lore
  • Passwall
  • Plane Shift
  • Rary's Telepathic Bond
  • Scrying
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Tower of Iron Will

6th Level

  • Bones of the Earth
  • Contingency
  • Flesh to Stone
  • Disintegrate
  • Eyebite
  • Find the Path
  • Forbiddance
  • Globe of Invulnerability
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otto's Irresistible Dance
  • Primordial Ward
  • Temporal Acceleration
  • Tenser's Transformation
  • Scatter
  • Word of Recall

7th Level

  • Clone
  • Crown of Stars
  • Dream of the Blue Veil
  • Etherealness
  • Feeblemind
  • Finger of Death
  • Force Cage
  • Demiplane
  • Mordenkainen's Sword
  • Regenerate
  • Reverse Gravity
  • Sequester
  • Teleport
  • Whirlwind

8th Level

  • Antipathy/Sympathy
  • Dark Star
  • Dominate Monster
  • Earthquake
  • Glibness
  • Mind Blank
  • Antimagic Field
  • Telepathy

9th Level

  • Astral Projection
  • Blade of Disaster
  • Gate
  • Foresight
  • Invulnerability
  • Psychic Scream
  • Ravenous Void
  • Reality Revision
  • Storm of Vengeance
  • Time Ravage
  • Time Stop
  • True Polymorph
  • Weird

Psion Powers (Subclass Supplement)

Talents

Bestial Claws

Pschometabolism talent


  • Psi Cost: 0
  • Manifesting Time: Action
  • Range: Self
  • Display: Visual
  • Duration: Instantaneous

Upon manifesting this power, your hands become long claws for an instant. Make a melee weapon attack with proficiency against one creature within your reach. On a hit, this attack deals 1d10 slashing damage.

Augment. You deal an additional 1d10 slashing damage per mastery psi point spent.

Crystal Shard

Metacreativity talent


  • Psi Cost: 0
  • Manifesting Time: Action
  • Range: 120 feet
  • Display: Material
  • Duration: Instantaneous

You create a crystal shard and propel it as a ray to make a ranged psionic attack. On a hit, you deal 1d10 piercing damage.

Augment. You can add 1d10 points of piercing damage per mastery psi point spent.

Far Hand

Psychokinesis talent


  • Range: 60 feet
  • Display: Visual

As the Mage Hand spell, except as noted here. The hand is invisible, and can be up to 60 feet away.

Matter Agitation

Psychokinesis talent


  • Psi Cost: 0
  • Manifesting Time: Action
  • Range: 60 feet
  • Display:
  • Duration: 1 min., conc.

You can do the following:

  • Boil. You raise or lower the temperature of a 5-ft cube of water you see within range. You can bring the water to a vigorous boil or icy freeze immediately. If you vigorously boil the water for the full duration, the water evaporates. Alternatively, you can heat or cool the water steadily over 1 minute, until reaching a desired temperature. This power fails if a creature is present within the water.
  • Extinguish Flame. You instantaneously extinguish non-psionic flames you can see within range that can collectively fit within a 5-ft cube. No two sources of fire can be more than 15 feet apart.
  • Fan the Flame. You instantaneously extend non-magical flames, fitting within a 5-ft cube, 5 feet in one direction. Provided that wood or other fuel is present in the new location, the fire remains on subsequent turns.
  • Heat Air. The air within 10 feet of you becomes noticeably warmer or cooler for the duration. You can end this effect early as a bonus action.
  • Ignite. You instantaneously ignite up to a 1-ft cube of readily flammable material you can see (paper, dry grass, tinder, torches, etc.). The material cannot be worn or carried by another creature.
  • Melt. You heat or chill metal within up to a 3-ft cube not being worn or carried by another creature. The metal becomes hot (or cold) enough to deal your 1d4 in fire damage (or cold damage) on touch until the end of your next turn. If the metal is lead, you can melt it instantaneously. If the metal is iron costing less than 1 gp, you can make it brittle enough to snap, break, or fracture with a DC 15 Strength check.
  • Mote of Flame. You produce a Tiny mote of torchlight within range that shines with bright light out to 20 feet, and dim light to an additional 20 feet. You can move it up to 60 feet on your turn. The mote disappears if it more than 60 feet from you.

You can have up to 3 different duration effects active at once with this power. You can end all effects as a bonus action.

Rift Step

Psychoportation talent


  • Psi Cost: 0
  • Manifesting Time: See description
  • Range: 5 feet + 5 feet per your manifester level
  • Display:
  • Duration: Instantaneous

You spend all of your movement for the turn to teleport to a location you can see within range.

Telemetry

Clairsentience talent


  • Psi Cost: 0
  • Manifesting Time: 1 minute
  • Range: Touch
  • Display: Auditory
  • Duration: Instantaneous

Upon manifesting this power, you gain a one-word summary giving a sense of an item's age- “modern”, “old”, “ancient”, “new”, and so on. You learn which direction it originated from; either where it was created or last resided for a great deal of time.

Telepathic Speech

Telepathy talent


  • Psi Cost: 0
  • Manifesting Time: See text
  • Range: 60 feet
  • Display: Mental
  • Duration: See text

You can freely speak telepathically with up to 5 willing creatures you can see within range. Each creature can “hear” the others’ speech in their minds. Creatures don’t need to share a language to understand each other via this telepathy, but they must know a language.

1st-level

Absorb Energy

Psychokinesis 1


  • Psi Cost: 1
  • Manifesting Time: reaction
  • Range: Self
  • Display: Visual
  • Duration: 1 round

As the Absorb Elements spell, except as noted here. Upon manifesting this power, you can choose acid, cold, fire, lightning, or thunder.

Augment. You add 1d6 damage per additional psi point spent on this option.

Anchor

Psychoportation 1


  • Psi Cost: 1
  • Manifesting Time: Action
  • Range: 60 feet
  • Display: Auditory
  • Duration: 8 hours

You create an invisible, intangible teleportation anchor in a 5-foot cube you can see within range. For the duration, whenever you use psi points to teleport, you can instead teleport to the anchor, even if you can’t see it. The anchor must be within 120 feet to teleport to it.

Assess Foe

Clairsentience 1


  • Psi Cost: 1
  • Manifesting Time: Bonus action
  • Range: 90 feet
  • Display: Olfactory
  • Duration: Instantaneous

You analyze the aura of one creature you see within range. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.

Brute Strike

Psychometabolism 1


  • Psi Cost: 1
  • Manifesting Time: Bonus action
  • Range: Self
  • Display: Visual
  • Duration: 1 round

You empower your next melee strike. On a hit with a melee attack before the end of your next turn, add 1d6 points of damage (the damage type of this is that of the attack).

Augment. You add 1d6 points of damage per additional psi point spent.

Detect Teleportation

Psychoportation 1


  • Psi Cost: 1
  • Manifesting Time: Action
  • Range: Self (30ft-radius)
  • Display:
  • Duration: 10 mins., conc.

As an action, you can detect the presence of certain types of creatures within 30 feet: aberrations, celestials, elementals, fey, fiends, and undead. You know how many, and in which direction they’re in.

With an additional action, you can also discern if teleportation, whether with magic or psionics, has occurred sometime in the last 10 days.

Entangling Ectoplasm

Metacreativity 1


  • Psi Cost: 1
  • Manifesting Time: Action
  • Range: 60 feet
  • Display:
  • Duration: 1 min.

You call on a gob of goo from the Astral Plane and make a ranged psionic attack against a Medium or smaller creature you can see within Range. On a hit, the target is subject to this power and restrained. As an action, a creature can attempt a Strength saving throw to free itself or another within 5 feet from the grasp of the goo. On a success, the subject is no longer restrained. The goo evaporates at the end of the duration.

Augment. You can spend 2 extra psi points to restrain a Large creature, or 4 extra psi points for a Huge creature.

Energy Ray

Psychokinesis 1


  • Psi Cost: 1
  • Manifesting Time: Action
  • Range: 120 feet
  • Display: Visual
  • Duration: Instantaneous

Upon manifesting this power, you choose acid, cold, fire, lightning, or thunder. As an action, you create a ray of energy of the chosen type that shoots forth from your fingertip, and make a ranged psionic attack at a target you can see within range. On a hit, you deal 2d8 points of damage.

Augment. You deal an added 1d8 points of damage per additional psi point spent. Added damage is of the same damage type.

Mind Thrust

Telepathy 1


  • Psi Cost: 1
  • Manifesting Time: Action
  • Range: 60 feet
  • Display: Auditory
  • Duration: Instantaneous

As an action, you instantly deliver a massive assault on the thought pathways of a creature you can see within range. The target must make an Intelligence saving throw, taking 1d10 psychic damage on a failure, or half as much on a success.

Augment. You add 1d10 per additional psi point spent.

Read Moods

Clairsentience 1


  • Psi Cost: 1
  • Manifesting Time: Bonus action
  • Range: 120 feet
  • Display: Olfactory
  • Duration: Instantaneous

You learn a one-word summary of the emotional state of up to six creatures you can see, such as happy, confused, afraid, or violent.

Swarm of Crystals

Metacreativity 1


  • Psi Cost: 1
  • Manifesting Time: Action
  • Range: Self (15-ft cone)
  • Display: Material
  • Duration: Instantaneous

Thousands of tiny crystal shards spray forth from your hand in a 15-ft cone. These razor-like crystals slice everything in their path. Anyone caught in the cone must make a Dexterity saving throw, taking 3d6 points of slashing damage on a failure, or half as much on a success.

Augment. For every additional psi point you spend, this power’s damage increases by 1d6 points.

Thought Shield

Telepathy 1


  • Psi Cost: 1
  • Manifesting Time: Reaction
  • Range: Self
  • Display: Auditory
  • Duration: Instantaneous

As a reaction to being forced to make an Intelligence saving throw, you gain advantage against the triggering saving throw. You determine this before rolling the triggering save. Your advantage on Intelligence saving throws lasts until the start of your next turn.

Vigor

Psychometabolism 1


  • Psi Cost: 1
  • Manifesting Time: Bonus action
  • Range: Self
  • Display: Visual
  • Duration: Instantaneous

You suffuse yourself with power, gaining 5 + 1d6 in temporary hit points.

Augment. You add 5 more temporary hit points per additional psi point spent.

2nd-level

Adaptive Shield

Psychometabolism 2


  • Psi Cost: 2
  • Manifesting Time: Reaction
  • Range: Self
  • Display:
  • Duration: 1 round

When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type— including the triggering damage— until the end of your next turn.

Animal Affinity

Psychometabolism 2


  • Psi Cost: 2
  • Manifesting Time: Bonus Action
  • Range: Self
  • Display:
  • Duration: 1 hour, conc.

As the Enhance Ability spell, except as noted here. As a bonus action, you forge a psychometabolic affinity with an idealized animal form. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose

Clairvoyant Sense

Clairsentience 2


  • Psi Cost: 2
  • Manifesting Time: Action
  • Range: See description
  • Display:
  • Duration: 10 min., conc.

You can see and hear a distant location almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected the locale, the focus of your clairvoyant sense doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not allow magically enhanced senses to work through it.

If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the power’s effect or out to the extent of your natural darkvision. This power does not work across planes.

Concealing Amorpha


  • Psi Cost: 2
  • Manifesting Time: Action
  • Range: See description
  • Display: Visual
  • Duration: 10 min.

You weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you +10 on Stealth checks made to hide, thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.

Ego Whip

Telepathy 2


  • Psi Cost: 2
  • Manifesting Time: Action
  • Range: 60 feet
  • Display: Auditory
  • Duration: Instantaneous

Choose one creature you can see within you can see within range. The target must make an Intelligence saving throw. On a failed save, the creature takes 3d8 psychic damage, and it is filled with self-doubt, leaving it able to use its action on its next turn only to take the Dodge, Disengage, or Hide action. On a successful saving throw, it takes half as much damage.

Energy Push

Psychokinesis 2


  • Psi Cost: 2
  • Manifesting Time: Action
  • Range: Self (30-ft line)
  • Display:
  • Duration: 1 hour, conc.

You project from yourself a 5-ft wide line of elemental energy out to 30 feet. On manifesting this ability, choose cold, fire, force, lightning, radiant, or thunder. Creatures within the line must make a saving throw. On a failure, a creature takes 3d6 points of the damage you chose and gets pushed back 10 feet. On a success, they take half as much damage and don’t get pushed back. The ability of the saving throw is determined by the damage type. Fire, lightning, or radiant damage has creatures making Dexterity saving throws; cold or thunder means Constitution saving throws; force damage means Strength saving throws.

Augment. You can add 1d6 of the damage type you choose, as well as push the target back 10 feet, per additional psi point spent on this ability.

Energy Stun

Psychokinesis 2


  • Psi Cost: 2
  • Manifesting Time: Action
  • Range: Self (15-ft cone)
  • Display:
  • Duration: 1 min.

You project from yourself a 15-ft cone of energy. On manifesting this ability, choose acid, cold, fire, lightning, or thunder. Creatures within the area must make a Constitution saving throw. On a failure, a creature takes 3d6 points of damage and are incapacitated for the duration; they can repeat the save at the end of each of their turns to end the effect. On a success, they take half as much damage and don’t become incapacitated.

Augment. You can add 1d6 of the damage type you choose, as well as push the target back 10 feet, per additional psi point spent on this ability.

Id Insinuation

Telepathy 2


  • Psi Cost: 2
  • Manifesting Time: Action
  • Range: 60 feet
  • Display: Auditory
  • Duration: 1 min., conc.

Swift tendrils of thought disrupt the unconscious mind of any one creature you can see within range, sapping its might. The target must succeed on a Wisdom saving throw, or become subject to this power for the duration. As long as the manifester remains concentrating fully on this power, the subject is confused, making it unable to independently determine what it will do. Roll a d10 on the following table at the beginning of each of the subject’s turns to see what the subject does in that round.

Results Behaviors
1-2 Attack the manifester
3-4 Act normally
5-6 Do nothing but babble incoherently
7-8 Flee from manifester at top possible speed
9-10 Attack nearest creature

Augment. For every 2 additional power points you spend, the power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power.

Object Reading

Clairsentience 2


  • Psi Cost: 2
  • Manifesting Time: Action
  • Range: Touch
  • Display:
  • Duration: 1 hour, conc.

After focusing on an object for a time, you can start to learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.

1st Minute. Last owner’s race.

2nd Minute. Last owner’s gender.

3rd Minute. Last owner’s age.

4th Minute. Last owner’s alignment.

5th Minute. How the last owner gained and lost the object.

6th+ Minute. Next-to-last owner’s race, and so on.

The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.

Augment. For every additional psi point you spend, this power’s maximum duration increases by 10 minutes.

There and Back Again

Psychoportation 2


  • Psi Cost: 2
  • Manifesting Time: Bonus action
  • Range: 20 feet
  • Display:
  • Duration: Instantaneous

You teleport up to 20 feet to an unoccupied space you can see, create a teleportation anchor where you last were, and then move up to half your speed. At the end of your turn, you can teleport back to the spot you occupied before teleporting, unless it is now occupied or on a different plane of existence. After which, this ability ends, but the anchor remains for 8 hours.

Transposition

Psychoportation 2


  • Psi Cost: 2
  • Manifesting Time: Action
  • Range: 90 feet
  • Display:
  • Duration: Instantaneous

Choose a creature you can see within range. The target creature must succeed on a Wisdom saving throw or become subject to this power. You and the subject teleport, swapping places, and your speed is reduced to 0 until the end of the turn. This ability fails and is wasted if either of you can’t fit in the destination space. A creature can willingly fail the saving throw.

Alternatively, you can choose two willing creatures, and they switch places.

Spiritual Weapon, Psionic

Metacreativity 2


  • Psi Cost: 2
  • Display: Material

As the Spiritual Weapon spell, except as noted here.

3rd-level

Ectoplasmic Cocoon

Metacreativity 3


  • Psi Cost: 3
  • Manifesting Time: Action
  • Range: 150 feet
  • Display: Material
  • Duration: 10 min.

You draw writhing strands of ectoplasm from the Astral Plane that attempt to wrap up a Medium or smaller creature like a mummy. The subject can still breathe, but is otherwise effectively blinded and paralyzed. The subject’s nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components).

Cutting or damaging the cocoon can free a victim. The cocoon has 8 AC and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can’t be affected by Dispel Psionics, but it can be dismissed with Dismiss Ectoplasm, or otherwise destroyed by extreme measures or items. The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible).

A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown. Augment: For every 2 additional psi points you spend, this power can affect a target one size category larger.

Energy Bolt

Psychokinesis 3


  • Psi Cost: 3
  • Manifesting Time: Action
  • Range: Self (100-ft line)
  • Display:
  • Duration: Instantaneous

As the Lightning Bolt spell, except as noted here. Choose whether you deal acid, cold, fire, lightning, or thunder damage.

Augment. You deal an added 1d6 points of damage per additional psi point spent.

Energy Burst

Psychokinesis 3


  • Manifesting Time: Action
  • Range: Self (50-ft radius)
  • Display:
  • Duration: Instantaneous

Upon manifesting this power, you choose whether you deal acid, cold, fire, lightning, or thunder. As an action, you create an explosion of unstable ectoplasm infused with energy of the chosen type. Every creature within 30 feet of you must make a Dexterity saving throw, taking 5d6 points of damage on a failure, or half as much on a success. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage.

Augment. You deal an added 1d6 points of damage per additional psi point spent.

Energy Wall

Metacreativity 3


  • Psi Cost: 3
  • Manifesting Time: Action
  • Range: 150 feet
  • Display: Visual
  • Duration: 10 min., conc.

You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm. The wall is an opaque sheet of energy up with length up to 20 feet/level, or a ring of energy with a radius of up to 5 feet/level. Upon manifesting this power, you choose acid, cold, fire, lightning, or thunder. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet. In addition, anyone passing through the energy wall takes 2d6 points of damage.

Haste, Psionic

Psychometabolism 3


  • Psi Cost: 3
  • Display:

As the Haste spell, except as noted here.

Mind Blast

Telepathy 3


  • Psi Cost: 3
  • Manifesting Time: Action
  • Range: Self (30-ft cone)
  • Display: Auditory and Visual
  • Duration: 1 round

The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. All affected creatures must succeed on an Intelligence saving throw, or become stunned for 1 minute. A stunned creature can attempt the saving throw again at the end of each of their turns to end the effect early.

Mind Trap

Telepathy 3


  • Psi Cost: 3
  • Manifesting Time: Reaction
  • Range: Self
  • Display: Auditory
  • Duration: 1 round

You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power until the start of your next turn immediately loses 1d6 psi points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency.

Augment. This ability lasts for 1 more round per additional psi point.

Perceive the Unseen

Clairsentience 3


  • Psi Cost: 3
  • Manifesting Time: Bonus action
  • Range: Self
  • Display:
  • Duration: 1 min., conc.

You gain the ability to see auras, even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Slow, Psionic

Psychoportation 3


  • Psi Cost: 3
  • Display: Auditory and Visual

As the Slow spell, except as noted here.

Time Hop

Psychoportation 3


  • Psi Cost: 3
  • Manifesting Time: Action
  • Range: 60 feet
  • Display: Visual
  • Duration: 1 round

You force a Medium or smaller creature you can see within range to make a Wisdom saving throw. On a failure, the creature is thrust into the future, returning at the start of their turn in the next round. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all.

If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

Augment. You can spend 2 additional psi points to increase the size you can affect to Large; 4 additional psi points to increase to Huge. Per 2 additional psi points spent, you can target another Medium or smaller creature within 15 feet of an established target.

Touchsight

Psychometabolism 3


  • Psi Cost: 3
  • Manifesting Time: Action
  • Range: Self (60-ft radius)
  • Display: Visual
  • Duration: 10 min., conc.

You generate a subtle telekinetic field of mental contact, allowing you to “feel” your surroundings even in total darkness or when your sight would otherwise be obscured by your physical environment. Your touchsight field emanates from you out to 60 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Wisdom (Perception) checks to notice creatures; you can detect and pinpoint all creatures within 60 feet. In many circumstances, comparing your regular senses to what you learn with touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures.

4th-level

Anchored Navigation

Psychometabolism 4


  • Psi Cost: 4
  • Manifesting Time: Action
  • Range: Self
  • Display: Material and Olfactory
  • Duration: 8 hours

You know where you are in relation to a fixed starting point, which is essential for setting up a mishap-free teleport beacon. While the duration lasts, you are aware of your exact distance and route (physical or psychoportive) back to a fixed starting point. The “anchored” starting point is your exact location when you manifest the power. To designate other anchored starting points, you must manifest this power multiple times and be present at the desired locations when you do so.

You can also retrace your steps through a maze automatically while the power lasts, without resorting to a map. Anchored navigation allows you a mindlink with one designated creature who remains within a 60-foot radius of the starting point, regardless of the distance between you and the creature. The use of anchored navigation is confined to the plane of existence where you manifest it.

Armored Form

Psychometabolism 4


  • Psi Cost: 4
  • Manifesting Time: Bonus action
  • Range: Self
  • Display:
  • Duration: 10 min., conc.

You gain resistance to bludgeoning, piercing, and slashing damage for the duration.

Banishment, Psionic

Psychoportation 4


  • Psi Cost: 4
  • Display:

As the Banishment spell, except as noted here.

Create Quintessence

Metacreativity 4


  • Psi Cost: 4
  • Manifesting Time: Action
  • Range: 0 feet
  • Display: Material
  • Duration: Instantaneous

You collapse a bit of time from the continuum, forming a 1-ounce, dollop of thick, gooey material called quintessence. This substance shimmers like a silver mirror when viewed from some angles but is transparent from other viewpoints. You can smooth a dollop of quintessence around any Diminutive object (such as a jacket button or sewing needle).

Objects sealed within quintessence are protected from the effects of time; in practical terms, they enter a state of stasis. Living flesh with only partial contact with quintessence is also partially pulled out of the time stream (the manifester is immune to this effect). This disruption deals 1 point of damage per round beginning 10 rounds after partial contact occurs.

Quintessence can be manually scraped away from a protected object, freeing it to rejoin the time stream. When you do this, you can attempt to succeed on a DC 20 Dexterity check to keep the quintessence from evaporating back into the continuum and have it coalesce again into a 1-inch-diameter bead, available for later use.

Large quantities of quintessence could theoretically be gathered to preserve large items or structures (or even a complete living creature; if completely immersed, a living creature would not take the damage associated with partial contact). However, psionic characters and creatures are generally loath to do so because accumulations of quintessence weighing 1 pound or more hinder psionic activity within a 5-foot radius of the accumulation: Powers require twice as many psi points to manifest, unless the manifester makes a successful DC 15 Intelligence save each time he or she attempts to manifest a power.

Dimensional Anchor

Psychoportation 4


  • Psi Cost: 4
  • Manifesting Time: Action
  • Range: 120 feet
  • Display: Visual
  • Duration: 10 min.

Upon manifesting this power, a green ray springs from your outstretched hand. As an action, you make a ranged psionic attack against a creature or object you can see within 120 feet. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include Astral Projection, Blink, Dimension Door, Etherealness, Gate, Maze, Plane Shift, Teleport, and similar magic powers. The power also prevents the use of a Gate or Teleportation Circle for the duration.

Dimensional Anchor does not interfere with the movement of creatures already in ethereal or astral form, nor does it block extradimensional attacks or perception. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Energy Ball

Psychokinesis 4


  • Psi Cost: 4
  • Manifesting Time: Action
  • Range: 150 feet
  • Display: Visual
  • Duration: Instantaneous

Upon manifesting this power, you choose acid, cold, fire, lightning, or thunder. As an action, you cause a 20-ft radius explosion of energy of the chosen type, centered on a point you can see within range. This explosion spreads around corners. Every creature within the area must make a Dexterity saving throw, taking 7d6 points of damage on a failure, or half as much on a success. The explosion creates almost no pressure (unless dealing force damage).

Augment. You deal an added 1d6 points of damage per additional psi point spent.

Fabricate, Psionic

Metacreativity 4


  • Psi Cost: 4
  • Display: Material

As the Fabricate spell, except as noted here.

Inertial Barrier

Psychokinesis 4


  • Psi Cost: 4
  • Manifesting Time: Action
  • Range: Self
  • Display:
  • Duration: 1 hour

You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, as well as providing some protection against falling. You gain resistance to all bludgeoning, piercing, and slashing damage. Inertial Barrier also absorbs half the damage you take from any fall.

Metamorphosis

Psychometabolism 4


  • Psi Cost: 4
  • Manifesting Time: Bonus action
  • Range: Self
  • Display: Visual and Olfactory
  • Duration: 1 hour, conc.

You can take on a non-unique form that resembles a creature you are familiar with. The CR of said creature must be equal to or less than your manifester level. You can take most forms, except for those of undead, constructs, and those of an incorporeal or gaseous nature. You gain the physical ability scores of your new form. You retain your mental ability scores, personal identity, and telepathy. Any form you take must be within one size category of your normal size.

Upon manifesting this power, items you wear or carry at the time of transformation are designated for whether they are merged into your new form or dropped. You gain the physical properties of your new form (i.e. natural weapons, natural armor, movement, size, etc.), but nothing magical or psionic associated with that creature. You can even determine certain physical aspects of your new form- such as its hair and eye color- in accordance with what is possible for that creature. If used for disguising yourself, you gain a +10 bonus to Deception checks concerning your new form.

The standard hit points of your new form become your own for the duration. If the form’s hit points reach 0, you revert back to your own form at whatever hit points you had prior to manifesting this power. Any excess damage dealt to your transformation past 0 hit points is dealt to you upon reverting back. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form. Similarly, you can take on the form of an inanimate object. Only taking on physical properties of a normal specimen of the transformation. As an inanimate object, you lose all mobility. You retain your normal senses and your ability to speak. You can manifest a power; however, doing so ends the duration of this power. If you take damage while in the form of an object, your actual body also takes damage.

Augment. For every 2 additional psi points spent, add 1 to the maximum CR of your transformation.

Psychic Blast

Telepathy 4


  • Psi Cost: 4
  • Manifesting Time: Action
  • Range: Self (60-ft cone)
  • Display: Auditory and Visual
  • Duration: Instantaneous

You unleash devastating psychic energy in a 60-foot cone. Each creature in that area must make an Intelligence saving throw, taking 8d8 psychic damage on a failed save, or half as much on a success.

Augment. You deal an additional 1d8 psychic damage per additional psi point spent.

Remote Viewing

Clairsentience 4


  • Psi Cost: 4
  • Manifesting Time: 1 hour
  • Range: See text
  • Display: Mental
  • Duration: 10 min., conc.

Remote Viewing (6 psi). You send your mind across space and dimensions, forming it into a quasi-real viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Wisdom saving throw, the remote viewing attempt fails, and you can’t attempt to view that creature again for at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets advantage on its Wisdom save.

If the subject fails its Wisdom saving throw, your mind coalesces a quasi-real viewpoint near enough to the subject to see and hear the subject and its immediate surroundings (up to 30 feet in all directions away from the subject). While the remote viewing lasts, your real body remains unmoving and unaware of your actual surroundings. On the other hand, your quasi-real viewpoint is treated in some ways as if it were an invisible ectoplasmic form of yourself, except as follows. This power is of the Scrying subdiscipline, but uses the following information in place of the standard scrying sensor. As a quasi-real viewpoint, you can speak (though your voice is whispery).

You may potentially be sensed by the subject of your viewing (subjects who can see or sense invisible or hidden creatures automatically sense you; otherwise you take the Hide action with a +10 bonus to escape detection if immobile, or a +5 bonus if moving). You could be attacked (although if you become subject to Dispel Psionics, the remote viewing simply ends). If the subject moves, you can attempt to follow it at a speed of 20 feet, though if it gets farther than 30 feet from you (or you move farther than 30 feet from it), the power ends.

You can attempt to manifest one power through your quasi-real viewpoint, but you must make a Concentration check (DC 10 + psi points spent) to succeed. Spending psi points to use a psionic power immediately ends the remote viewing.

Furthermore, all powers from your quasi-real viewpoint cost twice the usual number of psi points (you can’t exceed your psi limit). Psi points you spend as a quasi-real viewpoint are drained from your real body.

5th-level

Adapt Body

Psychometabolism 5


  • Psi Cost: 5
  • Manifesting Time: Action
  • Range: Self
  • Display: Olfactory
  • Duration: 8 hours

Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration.

You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage.

Ectoplasmic Shambler

Metacreativitiy 5


  • Psi Cost: 5
  • Manifesting Time: Action
  • Range: 500 feet
  • Display: Auditory, Material, and Olfactory
  • Duration: 10 min.

You fashion an ephemeral, many-legged mass of pseudo-living ectoplasm called an ectoplasmic shambler. Upon manifesting this power, the shambler appears within a series of ten 10-ft cubes, all connected in some way; at least one cube must be within 150 feet of you. You can direct the shambler as a free action on your turn. It has a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 5 feet, and manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler’s form.

Creatures enveloped by the shambler take 1 point of damage for every two manifester levels you have in each round they enter the shambler or are within the roiling turbulence of the shambler at the end of their turn. Anyone trying to manifest a power must make a Concentration check to successfully manifest a power or cast a spell inside the shambler.

A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet.

Energy Current

Psychokinesis 5


  • Psi Cost: 5
  • Manifesting Time: Action
  • Range: Self
  • Display: Olfactory
  • Duration: 8 hours

Energy Current (7 psi, 1 min./level, conc.). Upon manifesting this power, you choose acid, cold, fire, lightning, or thunder. As an action, your body’s psionically fueled bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary foe for every round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts.

Both the primary and secondary foes must make a saving throw on each of their turns for while this power is active, taking 9d6 points of damage on a failure, or half as much on a success.

The type of saving throw is determined by the damage type. Fire or lightning damage forces creatures to make Dexterity saving throws; acid, cold, or thunder means Constitution saving throws.

Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), the energy current’s arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round.

Augment. For every additional psi point you spend, this power’s damage increases by 1d6. For every 4 additional psi points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from another target of the power.

Energy Immunity

Psychokinesis 5


  • Psi Cost: 5
  • Manifesting Time: Action
  • Range: Touch
  • Display:
  • Duration: 1 hour, conc.

You can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Far Step, Psionic

Telepathy 5


  • Psi Cost: 5
  • Display: Visual

As the Far Step spell, except as noted here.

Giant Form

Psychometabolism 5


  • Psi Cost: 5
  • Manifesting Time: Bonus action
  • Range: Self
  • Display: Olfactory
  • Duration: 1 min., conc.

You gain 30 temporary hit points. In addition, until your concentration ends, your melee weapon attacks deal an extra 2d6 bludgeoning damage on a hit, and your reach increases by 10 feet. If you're smaller than Huge, you also become Huge for the duration.

Hail of Crystals

Metacreativitiy 5


  • Psi Cost: 5
  • Manifesting Time: Action
  • Range: 150 feet
  • Display: Auditory and Visual
  • Duration: Instantaneous

A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-foot-diameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space (a grid intersection).

If you aim the crystal at a single target, you must make a ranged psionic attack to strike the target. Any creature or object struck by the ball of crystal takes 5d4 points of bludgeoning damage.

Whether the crystal hits its target, misses, or was aimed at a point in space, it bursts upon arrival at the location you designated. Creatures within 20 feet must attempt a Dexterity saving throw, taking 9d4 points of slashing damage from the thousands of crystal shards that spray forth, or half as much on a success.

Augment. For every additional psi point you spend, this power’s damage from the explosion of the crystal increases by 1d4 points.

Telepathy, Psionic

Telepathy 5


  • Psi Cost: 5
  • Display: Mental

As the Telepathy spell, except as noted here.

Plane Shift, Psionic

Psychoportation 5


  • Psi Cost: 5
  • Display: Visual

As the Plane Shift spell, except as noted here.

Tower of Iron Will

Telepathy 5


  • Psi Cost: 5
  • Manifesting Time: Bonus action
  • Range: 10 feet
  • Display:
  • Duration: 1 min., conc.

You grant psychic protection to creatures you choose within a 10-ft aura emanating from you. Subjects of this power have resistance to psychic damage from all sources, as well as immunity to the mind-altering effects of telepathy powers.

9th-level

Reality Revision

Clairsentience 9


  • Psi Cost: 9
  • Manifesting Time: Action
  • Range: See text
  • Display: See text
  • Duration: See text

A reality revision can produce any one of the following effects:

  • Duplicate any psion power of 8th level or lower. Alternatively, you can duplicate any other power (but not a spell) of 5th level or lower.

  • Undo harmful effects of many other powers, such as Microcosm, Geas, or Feeblemind.

  • Create a non-psionic item of up to 25,000 gp in value.

  • Create a psionic item, or add to the powers of an existing psionic item.

  • Remove injuries and afflictions. A single Reality Revision can aid 10 creatures, and all subjects are cured of the same kind of affliction.

  • Revive the dead. Reality Revision can bring a dead creature back to life by duplicating a resurrection spell. This power can revive a dead creature whose body has been destroyed, but the task takes two manifestations of reality revision, one to recreate the body and another to infuse the body with life again. Reality Revision cannot prevent a character who is brought back to life from losing a level.

  • Transport travelers. This power can lift up to 10 creatures from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Wisdom saving throw to negate the effect.

  • Undo misfortune. Reality Revision can undo a single recent event. Manifesting the power forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Wisdom saving throw to negate the effect.

You can try to use reality revision to produce more powerful effects than these, but doing so is dangerous. The manifestation may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.

Duplicated powers are calculated as if at 9th level.

Sirus's RAI and Suggestions

Note: "These are just my thoughts, and anything you want to do at the game table is between you as, or with, the DM/GM. The hope is for these to be useful to the table when considering to implement psions."

  • Psionics, though a form of magic use, does not qualify as a form of Spellcasting. Certain feats with a Spellcasting prerequisite may not be compatible.

  • Mastery psi points are not a substitute for psi points, except where stated by the Psionic Mastery and Metapsionics features. They are a representation of the level of control the psion possesses over their powers. Please, do not augment abilities with mastery psi points.

  • Action Surge and similar effects applied to the character do not give Schism additional actions. The secondary sentience is "treated as a separate entity".

Thank You For Reading!

Appreciation to...

Artists


  • Deltaraen for "The Gathering- Jace the Sculptor" (cover art)

  • Igor Kieryluk for "Jace, Architect of Thought" (page 8)

  • Chase Stone for "Dispel" (page 9)

  • Jack Chan for "Omniscience" (page 11)

  • Tyler Jacobson for "Jace, Mirror Mage" (page 12)

  • Peter Mohrbacher for "Talent of the Telepath" (page 13)

  • theDURRRRIAN for the mysterious piece here (>'.')>

Special Mentions


  • WotC for their content

In particular:

  • "D&D 3.5e: Expanded Psionics Handbook"
  • Mystic (D&D 5.0e, Unearthed Arcana)

Matt Mercer for Echo Knight

KibblesTasty for 5e - Psion (KibblesTasty).

Revision History

V1.0 to V1.1

Replaced Simulfarious with Schism

Simulfarious

Starting at 10th level, as an action, you can manifest two psionic powers simultaneously.

If both powers require concentration, you maintain concentration on both. If concentrating on two powers, you make Concentration checks for each one independently whenever forced to make one; beginning concentration on something else ends concentration for both powers.

The total psi points spent to manifest two powers with this feature cannot exceed your psi limit.

You can use this feature up to a number of times equal to your PB, and regain any expended uses after a long rest.

Schism

Starting at 10th level, you can spend 10 minutes and 3 psi points to create a secondary sentience within your mind.

This secondary sentience is only capable of performing purely mental actions. It telepathically communicates with you and has the same Intelligence, Wisdom, and Charisma ability scores as you, but it is otherwise treated as a separate entity. It does not have access to your class features, feats, racial traits, proficiencies, etc..

The secondary sentience has an action it can take on each of your turns to produce a psionic talent you know. Powers it manifests must only take 1 action, and cannot have a range of touch.

If you were to become charmed, you can use a reaction for the secondary entity to become charmed in your stead. Doing so shields you from becoming charmed, destroys the secondary sentience, and ends any effects it maintained.

Starting at 14th level, the secondary sentience can spend 1 psi point to produce psionic powers you know; 2 psi points at 18th level. Psi points spent by it come out of your pool of psi points and also count toward your psi limit.

Shaper subclass now makes more sense.
Renamed "Risks of Power" section in the Psionics feature to be "Knowing Your Limits". Therein simplified wording, and added a clause limiting uses of 3rd-level and higher powers.
Phased out spells on power list with their psionic equivalents present in the subclass supplement.
Rebalanced psi limit, psi points, and psi point conversions (Manifest Power features rebalanced accordingly)

Before (V1.0)

Level Psi Limit Psi Points
1st 2 4
2nd 2 6
3rd 3 12
4th 3 16
5th 5 25
6th 5 31
7th 6 43
8th 6 50
9th 7 64
10th 7 68
11th 7 75
12th 7 81
13th 7 88
14th 7 95
15th 7 103
16th 7 111
17th 7 120
18th 7 130
19th 7 130
20th 7 130

After (V1.1)

Level Psi Limit Psi Points
1st 1 2
2nd 1 3
3rd 2 6
4th 2 8
5th 3 13
6th 3 16
7th 4 23
8th 4 27
9th 5 36
10th 5 41
11th 5 47
12th 5 50
13th 5 54
14th 5 58
15th 5 62
16th 5 66
17th 5 71
18th 5 76
19th 5 82
20th 5 89

Conversions

Manifester Level Psi Points
1 2
2 3
3 5
4 6
5 7
6 9
7 11
8 13
9 15

Manifester Level Psi Points
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9

Practice

Safe

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