Psionics

by CupidFaust

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Psionics Handbook

Chapter 1: New Classes

Esper

A smile and a glint in her eye, the nobleman's daughter shakes the king's hand and drain his willpower from him directly. The assassin stalks his victim, nothing more than the hair standing up on the back of a human's neck. Halfling luck failing her, she searches the clues a second time, invisible energy scouring over the table to help her.

Enhanced Ability

Espers hold the prestigious ability of being able to harness psionic ability without being entirely dedicated to using them. This verisimilitude grants them tremendous power at their talents with a hidden ace always up their sleeve.

Psionic Talent

Although they are only half the psion that a psychic is, an esper is still far more talented at psionics than the majority of other people who have learned to utilize their psionic potential.

Creating an Esper

As you make your esper character, think about the relationship between their natural abilities and their psionic power. Were they already psionic before they developed their natural talents? Did they develop their psionic enhancements in a different direction than their mundane training? Are they even skilled without their mental abilities?

Esper
Level Proficiency Bonus Features Psi Points Strain Limit Augment Die
1st +2 Inner Conduit, Enhanced Concentration, Augment Dice - - d6
2nd +2 Psionic Power 2 1 d6
3rd +2 Expertise 3 1 d6
4th +2 Ability Score Improvement 3 1 d6
5th +3 Quickened Talent (1) 8 2 d8
6th +3 Enhanced Concentration feature 8 2 d8
7th +3 Lingering Thoughts 10 2 d8
8th +3 Ability Score Improvement 10 2 d8
9th +4 Expertise 16 3 d8
10th +4 Enhanced Concentration feature 16 3 d10
11th +4 Quickened Talent (2) 19 3 d10
12th +4 Ability Score Improvement 19 3 d10
13th +5 - 23 4 d10
14th +5 Undeniable Ability 23 4 d10
15th +5 Enhanced Concentration feature 27 4 d12
16th +5 Ability Score Improvement 27 4 d12
17th +6 - 36 5 d12
18th +6 Quickened Talent (3) 36 5 d12
19th +6 Ability Score Improvement 41 6 d12
20th +6 Masterstroke 41 6 d12

How do you feel about your unenhanced peers? Do you think you're better than them because you're a psion or are you jealous that they don't need to manifest psionics to be as good as you?

Espers don't have a particular bend to any given alignment and can be as good or evil as they wish.

Quick Build

You can make an esper quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest ability score should be Dexterity, or Charisma if you plan to adopt the Rake enhanced concentration. Second, choose the charlatan background.

Class Features

As an Esper, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Esper level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per esper level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, hand crossbows, rapiers
  • Tools: None

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Psionics, Sleight of Hand, and Stealth

Equipment

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

  • (a) breastplate or (b) leather armor
  • (a) a rapier or (b) a hand crossbow and 20 bolts
  • (a) a burglar's pack, (b) a diplomat's pack, or (c) an entertainer's pack
  • Two daggers

Inner Conduit

At 1st level, you have the ability to enter into a deep state of focus while you channel your psionic potential. You can open your inner conduit as a bonus action.

You can close your conduit at any time. If you take damage, you must succeed on an Intelligence saving throw equal to 10 or half the damage taken, whichever is higher, or your conduit is forced closed as you lose your focus on it.

Enhanced Concentration

Also at 1st level, your psionics have been focused to enhance your natural abilities in one specific area of your talents. Choose a concentration: Lurk, Marauder, Rake, or Snoop, all of which are detailed at the end of the class description. The concentration you choose grants you features at 1st level and again at 6th, 10th, and 15th level.

Augment Dice

Also at 1st level, you gain a pool of dice equal to Intelligence modifier. These dice start at a d6 and increase in size, as shown in the Augment Die column of the Esper table.

These dice can be spent in ways explained by your enhanced concentration. These dice leave your pool when they are used and replenish when you take a short or long rest.

Psionic Power

At 2nd level, you've begun to channel your psionic power in more direct ways than simply improving yourself.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic expressions you know. This energy is represented by psi points. Each psionic expression describes effects you can manifest with it by spending a certain number of psi points.

The number of psi points you have is based on your esper level, as shown in the Psi Points column of the Esper table. The number shown for your level is your psi points maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.

You prepare from the list of esper expressions that are available for you to manifest, choosing from the esper expression list. When you do so, choose a number of esper expression equal to your Intelligence modifier + half your esper level, rounded down (minimum of one expression). The expressions must have a psi point cost equal to or less than your strain limit.

You can change your list of prepared expressions when you gain a level in this class.

Strain Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the power of psionic expression that you can manifest in a round before it strains your mind. The limit is based on your esper level, as shown in the Strain Limit column of the Esper table. For example, as a 5th-level esper, you can only manifest 2 psi points worth of expressions in a round. Your strain limit resets at the start of your turn.

Psionic Ability

Intelligence is your psionic ability for your esper expressions. You use your Intelligence modifier when setting the saving throw DC for a esper expression or when making an attack roll with one.

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

Expression attack modifier = your proficiency bonus + your Intelligence modifier

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 9th level, you can choose two more of your skill proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Quickened Talent

Starting at 5th level, you've practiced weaving your expressions alongside your mundane skills and weapons.

Once per short or long rest, you can manifest a 1-cost esper expression as a bonus action on your turn. When you do, you manifest it at its lowest cost. You can manifest higher cost expressions this way when you reach 11th level (2-cost) and 18th-level (3-cost).

Lingering Thoughts

Beginning at 7th level, your esper expressions that last until you close your inner conduit instead last until the start of your next turn after your conduit becomes closed. If you immediately use your bonus action to reopen your inner conduit, the expression continues as though your conduit never closed.

Undeniable Ability

Beginning at 14th level, whenever you make a skill check with a skill you have expertise in, you can treat a d20 roll of 9 or lower as a 10.

Masterstroke

When you reach 20th level, your skills have reached their peak. Whenever you make an ability check, you can choose to treat the result as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Enhanced Concentration

Espers are versatile agents who can use their psionic powers to enhance their natural talents, but otherwise there isn't much in common between them. Even espers who share a concentration have a lot of variance between their stories, talents, and approaches to challenges. Your choice of concentration simply reflects the skills that your psionics bend most easily towards. This could be your area of learned abilities or be a hole you didn't feel the need to train, as your mind filled the gap for you.

Lurk

Although the territory is normally full of orphan pickpockets and unreliable burglars, your psionics have lowered your visibility and made you a sneak. Lurks blend in seamlessly with rogues, sometimes not even believing that they are psions at all. They only know their abilities to kill.

Augmented Sneak

When you take this concentration at 1st level, you can spend an augment die to add the result to a skill check you make with the Acrobatics, Sleight of Hand, or Stealth skills.

Psionic Shot

Also at 1st level, you can improve the power of your hidden strikes with your psionic power.

When you have advantage on an attack roll and hit, you can spend any number of augment dice up to your proficiency bonus. The attack deals extra psychic damage equal to the result.

You can only use this feature while your conduit is open.

Speed of Thought

Beginning at 6th level, you gain a bonus to your initiative bonus equal to your Intelligence modifier.

Evasion

Starting at 10th level, you can nimbly dodge out of the way of certain area effects, such as a dart trap or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Synaptic Disconnect

When you reach 15th level, you've begun to sever your victim's wits before they even know you're there.

When you score a critical hit, the target cannot cast spells, manifest expressions, use reactions, or use their Recharge abilities until the end of your next turn.

Marauder

With a plethora of dirty combat tricks at your disposal, you've learned that the psionics that make you strong are just as talented at reducing your opponent to weakness. You take full advantage of every weak spot in your enemy's armor. But that's what they get for leaving themselves so open for you.

Augmented Combatant

When you take this concentration at 1st level, you can spend an augment die to add the result to an Athletics or Intimidation skill check or to an attack roll with a weapon you are proficient with.

Bloodless Beating

Also at 1st level, you can enhance your powers in combat.

When you make an attack roll against a creature within 10 feet, you can spend any number of augment dice up to your proficiency bonus. The attack deals extra psychic damage equal to the result.

You can only use this feature while your conduit is open.

Brutal Mind

Beginning at 6th level, when you deal psychic damage on your turn, you can immediately use your bonus action to force the creature to make an Intelligence saving throw. On a failure, they gain the staggered condition until the end of your next turn.

Unrelenting

Starting at 10th level, your aggressive nature has gotten the best of you.

When you take the Attack action or manifest an expression attack, you can spend 1 psi point to make another weapon attack as part of the same action.

Ruffian Stance

When you reach 15th level, you've mastered mixing your attacks and your esper abilities.

Expression attacks you manifest cost 1 less psi point to manifest. You still cannot learn expressions that have a minimum cost above your strain limit.

Rake

You've grown up always getting what you want from the people around you because they simply always wanted to give it to you. Your concentration makes you phenomenal at negotiation, because they want to give it to you as soon as they see the desire in your eye.

Augmented Diplomat

When you take this concentration at 1st level, you can spend an augment die to add the result to a skill check you make with the Deception, Intimidation, and Persuasion skills.

Glint in Your Eye

Also at 1st level, your natural charm has a wonderful psionic edge to it.

When a creature that can see you makes a saving throw against one of your esper expressions, you can use your reaction to spend any number of augment dice. They have a penalty to that save equal to the result.

You can only use this feature while your conduit is open.

Psionic Charmer

Beginning at 6th level, you've found that people simply want to obey your commands.

Your esper expressions that cause the charmed condition cost one less psi point to manifest, to a minimum of 1. You still cannot learn expressions that have a minimum cost above your strain limit.

Play the Victim

Starting at 10th level, you can choose to allow creatures that you have charmed to make opportunity attacks against any creature that attacks you, casts a spell on you, or manifests an expression that affects you.

Master of Smiles

When you reach 15th level, if your total for a Charisma check is less than your Intelligence score, you can use that score in place of the total.

Snoop

You have the trappings of a masterful investigator, but likely a few bad habits have kept you lower to the ground. Streetwise with a discerning eye, you're still a talented eye.

Augmented Investigator

When you take this concentration at 1st level, you can add your augment die to skill checks you make with the Insight, Investigation, and Perception skills.

Trained Hunch

Also at 1st level, you've spent a lot of time reading deeper into the secrets around you and it shows in your skills.

Over the course of a minute, you can spend any number of augment dice. Your passive Investigation and Perception skills gain a bonus equal to the result, allowing you to automatically notice most secrets.

You can only use this feature while your conduit is open.

Hard Knocks

Beginning at 6th level, you've gotten yourself into and out of hot water before because of the secrets you've discovered. You're hoping for less of that.

Whenever you manifest an expression with a manifestation time of 1 action, you can use your bonus action to either attempt a grapple or make an unarmed strike. This bonus action uses your Intelligence modifier for your Athletics check to grapple and for the attack and damage modifiers on the attack.

Seen It Before

Starting at 10th level, you immediately recognize illusions, creatures wearing disguises, and shapeshifters. This does not tell you any information about the true nature of the creature or glamored location, only that they are not truly themselves.

Knew You'd Try

When you reach 15th level, you can use your reaction to add your Intelligence modifier to your AC. If this causes the attack to become a miss, you can use your Quickened Talent as a reaction if it is available to you.

Once you use this feature, you can't use it again until you finish a short or long rest.

Psychic

With psionic energy exuding from her pores, a dwarf stalks through the ancient home to commune with its spirits. A smirking elf watches two humans dance, manipulating them like puppets on strings. With glowing eyes, an orc disappears and reappears across the battlefield, unpredictable and unstoppable.

The Power of the Mind

Psionics are a realm of power entirely removed from the arcane and divine. Psychics are very thorough in their meditation and study their own subconscious. Through this understanding, they build a relationship with the minds of other creatures, understand the existential threat posed by aberrations, and connect their souls to the ethereal plane and its denizens.

Psionic Masters

Commonly found in loose organizations with others of their discipline, psychics find better living in large cities where their services are salable and a living can be made around their intensive meditation sessions. Psychics in the countryside frequently become targets of superstitious prosecution by nervous farmers and peasants, worried about ghosts and horrors materializing around their homes because of the village psion.

Creating a Psychic

As you make your psychic character, think about how your psionic training began. Was it discovered by a mysterious benefactor or were you born into a family renowned for their powerful psionic ability? Did you have a tutor to assist you or did you teach yourself from a library of wisdom older than you?

Consider your vision for your malleable talents. Do you only practice expressions from the order associated with your discipline or do you have a wide array of powers at your disposal? Are you pure in your psychic power or do you feel taint from the ghosts and aberrations that haunt your life?

As a result of the strain to your consciousness, Psychics are usually either dedicatedly Lawful or absolutely Chaotic, with very little in between.

Quick Build

You can make a psychic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by the ability associated with your psionic discipline. Second, choose the sage background.

Class Features

As a Psychic, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Psychic level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Psychic level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Intelligence
  • Skills: Choose two from Intimidation, Investigation, Perception, Psionics, Religion, and Survival

Equipment

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

  • (a) a quarterstaff or (b) a sling and 20 bullets
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor
  • A simple weapon

Psionic Power

You've access the latent psionic ability said to be within us all and have begun to use it as effectively as a wizard uses the arcane.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic expressions you know. This energy is represented by psi points. Each psionic expression describes effects you can manifest with it by spending a

Psychic
Level Proficiency Bonus Features Psi Points Strain Limit
1st +2 Psionic Power, Inner Conduit, Psychic Discipline 2 1
2nd +2 Psicrystal 3 1
3rd +2 - 8 2
4th +2 Ability Score Improvement 10 2
5th +3 Erudition 16 3
6th +3 Psychic Discipline feature 19 3
7th +3 Mental Palace 23 4
8th +3 Ability Score Improvement 27 4
9th +4 - 36 5
10th +4 Psychic Discipline feature 41 5
11th +4 - 47 6
12th +4 Ability Score Improvement 47 6
13th +5 - 54 7
14th +5 Expanded Being 54 7
15th +5 - 62 8
16th +5 Ability Score Improvement 62 8
17th +6 - 71 9
18th +6 Psychic Discipline feature 76 9
19th +6 Ability Score Improvement 82 10
20th +6 Psychic Body 89 11

certain number of psi points.

The number of psi points you have is based on your psychic level, as shown in the Psi Points column of the Psychic table. The number shown for your level is your psi points maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.

You prepare from the list of psychic expressions that are available for you to manifest, choosing from the psychic expression list. When you do so, choose a number of psychic expression equal to your Intelligence modifier + your psychic level (minimum of one expression). The expressions must have a psi point cost equal to or less than your strain limit.

You can change your list of prepared expressions when you finish a long rest. Preparing a new list of psychic expressions requires time spent in meditation: at least 1 minute per psi point cost of new expressions.

Strain Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the power of psionic expression that you can manifest in a round before it strains your mind. The limit is based on your psychic level, as shown in the Strain Limit column of the Psychic table. For example, as a 3rd-level psychic, you can only manifest 2 psi points worth of expressions in a round. Your strain limit resets at the start of your turn.

Psionic Ability

Intelligence is your psionic ability for your psychic expressions. You use your Intelligence modifier when setting the saving throw DC for a psychic expression or when making an attack roll with one.

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

Expression attack modifier = your proficiency bonus + your Intelligence modifier

Inner Conduit

You have the ability to enter into a deep state of focus while you channel your psionic potential. You can open your inner conduit as a bonus action.

You can close your conduit at any time. If you take damage, you must succeed on an Intelligence saving throw equal to 10 or half the damage taken, whichever is higher, or your conduit is forced closed as you lose your focus on it.

Psychic Discipline

At 1st level, you choose a Psychic Discipline: the Awakened, the Immortal, the Medium, the Nomad, or the

Seer, each of which is detailed at the end of the class description. Each discipline specializes in a specific approach to psionic expression.

Your discipline gives you features when you choose it at 1st level and additional features at 6th, 10th, and 18th level.

Psicrystal

At 2nd level, you have funneled enough psionic energy into a resonant crystal to have filled it with a fragment of your personality.

This Tiny floating Construct follows you and stays in your space unless you command it to fly up to 30 feet away. Your psicrystal has AC equal to 12 + your proficiency bonus, hit points equal to your Psychic level, and resistance to all damage except thunder, and is immune to poison damage.

When you create your psicrystal, you gain proficiency in one set of artisan's tools or one Intelligence, Wisdom, or Charisma skill. When you finish a long rest, you can change this proficiency.

When you manifest a psychic expression with a range of Touch, you can send your psicrystal out to manifest that power for you.

When your psicrystal is reduced to 0 hit points, it shatters and no longer conveys its benefits to you until it puts itself back together when you complete a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Erudition

Beginning at 5th level, you can subjugate any effect that is weaker than your mind. When you are subjected to an effect that allows you to make an Intelligence saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Mental Palace

When you reach 7th level, you've fully constructed the palace of your mind and perfected the techniques taught by the psychics who came before you.

While your conduit is open, you gain resistance to psychic damage and advantage on saving throws against enchantment and illusion spells and telepathic powers.

Once per long rest, you can perform a 10-minute ritual to retreat into your mental palace. While within your mental palace, you remember everything you have seen or heard in the last 24 hours and have advantage on Intelligence and Wisdom skill checks made to learn or process information in your memories or to overcome spells that change your memories, such as modify memory.

Expanded Being

When you reach 14th level, you've awoken beyond the confines of your physical body. You exist on the Material Plane and the Ethereal Plane at the same time.

You gain truesight to a range of 40 feet. Creatures with abilities that allow them to pass through solid objects, such as the Incorporeal Movement ability, cannot move through you or your psicrystal.

Psychic Body

At 20th level, you've achieved perfection of your mind and left behind your flawed body.

You become immune to disease, poison damage, and the poisoned condition. You cannot be incapacitated or stunned while you are conscious and can still take actions while petrified.

Psychic Disciplines

Psionic powers are largely unknown and misunderstood by most people. Those who comprehend what you do believe you are simply another form of arcane caster, though not one they understand.

When your power manifests, you or your teacher guided it into specific direction as shown by your

discipline.

Awakened

The Awakened Discipline is characterized by a devotion to pure telepathic power. You've dedicated yourself to proving your mind is stronger than your peers' and demolishing every fool who dares to challenge you.

Telepathic Potential

When you choose this discipline at 1st level, you gain proficiency in Wisdom saving throws.

You can telepathically communicate with any willing creature within 120 feet of you that knows a language. They can communicate back to you this way as well.

Brush the Mind

Also at 1st level, you can use your action to berate a creature you can see within 60 feet using their own voice in their head. They must make a Wisdom saving throw or take 1d4 psychic damage. If they fail, they have disadvantage on the first attack roll or skill check they make before the end of their next turn.

When you reach 10th level, this increases to 3d4 psychic damage.

Consumptive Power

Beginning at 6th level, you've learned how to sacrifice some of your physical wellbeing in pursuit of your mental goals.

When you manifest a psionic expression with a psi limit of 5 or less while your conduit is open, you can choose to take a level of exhaustion instead of paying its psi point cost. It cannot be above your psi point limit.

You can use this feature a number of times per long rest equal to your proficiency bonus.

Overpower

Starting at 10th level, your raw psionic might has become impossible to constrain.

Creatures you can see cannot have advantage on saving throws against your psychic expressions. Additionally, you cannot have disadvantage on power attacks against creatures you can see.

This does not affect creatures you are aware of but cannot see, such as invisible creatures, ethereal creatures, or creatures you are affecting through a barrier, even if your expressions can affect them.

Mind Ravager

When you reach 18th level, you've fulfilled your potential.

When you affect a creature with a psionic expression while your conduit is open, they must make an Intelligence saving throw. On a failure, they become vulnerable to psychic damage you deal for 24 hours.

Immortal

While other people will give up their duties to their communities and their physical health to strength their psionic strength, the Immortal Discipline believes that your psionic power should be in service to your body and, above all, defending your family.

Egoistic Potential

When you choose this discipline at 1st level, you gain proficiency in Constitution saving throws.

Additionally, you gain proficiency with medium armor, shields, and martial weapons.

Psionic Fighting

Also at 1st level, you can put a piece of your mind into your favored weapon.

Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

When you reach 10th level, you can use this feature with a two-handed weapon that lacks the heavy property.

Mind Over Matter

Beginning at 6th level while your conduit is open, when an attacker that you can see hits you with an attack, you can use your reaction to reduce the damage by twice your Intelligence modifier.

Power Through

Starting at 10th level, when you start your turn with 0 hit points, you can spend 2 psi points to regain hit points equal to your Constitution modifier + your Intelligence modifier.

Psionic Warlord

When you reach 18th level, you've reached the peak of your mind and exceeded your body's limits.

When you hit a creature with a melee weapon attack while your conduit is open, you can immediately manifest a psychic power with a psi limit of 5 or less as part of the same action. You must still pay the psi points for powers manifested this way.

Kineticist

Kineticists often have as grand a mind as some others have a body, using their force to conquer the space they occupy. You target the objects around you and manipulate them as easily as your own thoughts.

Telekinetic Potential

When you choose this discipline at 1st level, you gain proficiency in Strength saving throws.

Additionally, you gain proficiency with medium and heavy armor, as well as shields.

Mind Bash

Also at 1st level, you can replace an attack you make on your turn or an opportunity attack, you can instead make an expression attack that deals 1d6 force damage. This attack uses your Intelligence modifier for its attack and damage rolls.

When you reach 10th level, this attack also pushes the target 10 feet away from you.

Just A Gaze

Beginning at 6th level, you can use your item interaction


from up to 60 feet away as long as you can see the item you are interacting with.

Unstoppable

Starting at 10th level, psychic telekinesis expressions you manifest are overchanneled as though you spent 2 more psi points on them.

Dance on Strings

When you reach 18th level, you can pull the strings of all the creatures in the world.

As a bonus action, you can make one ranged Mind Bash or one shove or grapple attempt on one creature you can see within 30 feet. Shove and grapple attempts this way use your Intelligence modifier.

Medium

The true power of the Medium's discipline is in how it interacts with the material of the Ethereal Plane. Your specialized ability to shape astral smoke into physical items.

Metacreative Potential

When you choose this discipline at 1st level, you gain proficiency in Charisma saving throws.

While your conduit is open, you can see invisible creatures and they gain no benefit from being invisible to you.

Generate Fog

Also at 1st level, you can perform a 1 minute ritual to summon and shape astral fog from the Astral Sea into a small item or tool that you can hold in one hand or a weapon with the light property. This item fades into spiritual smoke if you ever let go of it or close your conduit.

Once you reach 10th level, the size of astral fog you can shape increases to any item you can hold with two hands, a shield, or a weapon that lacks the heavy property.

Close the Doorway

Beginning at 6th level, you've learned to close the door to the Astral Sea as easily as you draw your materials from it.

Creatures cannot enter, leave, or be summoned onto your current plane within 30 feet of you while your conduit is open unless you permit it.

Astral Cloak

Starting at 10th level, you've wrapped yourself in the astral fog.

While your conduit is open, you are lightly obscured from each creature that does not have truesight.

Experienced Shaper

When you reach 18th level, metacreativity psychic expressions you manifest cost 1 less psi point to manifest, to a minimum of 1.

Nomad

Followers of the Nomad Discipline are talented in the art of displacement, both themselves and others. Teleporting

themselves and others, forever dedicated to never being in the same place twice.

Psychomotive Potential

When you choose this discipline at 1st level, you gain proficiency in Dexterity saving throws.

Your walking speed is increased by 10 feet.

Recursion

Also at 1st level, as a reaction to being attacked or forced to make a saving throw, you can teleport backwards to a space you have occupied since the start of your last turn. If this takes you out of the area of effect, you are entirely unaffected by the effect.

Once you use this feature, you can't use it again until you finish a short or long rest. Once you reach 10th level, you can do this twice per short or long rest.

Abduction

Beginning at 6th level, you've begun to simply take what you need from around you. You can teleport an unattended object you can see within 30 feet into your open hands as a bonus action.

Psycholocation

Starting at 10th level, your location has become only a question mark.

Whenever you move while your conduit is open, you instead teleport to your destination.

Teleportation Master

When you reach 18th level, you've come to embody what it means to be a nomad.

Whenever you teleport while your conduit is open, you can take one additional adjacent creature with you.

Seer

While the psionic ability of some psychics is funneled into projecting their will onto the world around them, others prefer simply to read and understand things miles away without ever having to leave their homes.

Clairvoyant Potential

When you choose this discipline at 1st level, you gain proficiency in Wisdom saving throws.

You can perform a 1 minute ritual when you touch an object to learn everywhere it's been and everyone who has touched it within the last 24 hours.

Read the Future

Also at 1st level, you can allow a willing creature you can see to reroll an attack roll or saving throw once per short or long rest. They must use this new result.

When you reach 10th level, you can do this twice per short or long rest.

Peer Through the Expanse

Beginning at 6th level, your psionic practice has gifted you a unique connection to other planes.

You can manifest any psychic clairsentience expression through any portal, astral tear, or other planar opening. Alternatively, you can spend an additional psi point when you manifest that expression adjacent to a willing, restrained, or unconscious creature to manifest its effects on the creature's home plane. Your sensor appears at the last location they were on their home plane.

Psionic Sight

Starting at 10th level, you are always under the effects of the Third Eye expression while your conduit is open. If an effect would end this expression, it is instead suppressed for 1 minute.

Precognizant

When you reach 18th level, your vision of the future is unmatched.

You cannot be surprised. In response to a non-critical attack hitting you while your conduit is open, you can use your reaction to make it miss instead.

Wilder

As the tears fell down the gnome's face, the ground around him exploded with mental energy to avenge his fallen comrades. As her boat floated down the river, the goliath looked back upon her home as she left for the final time to begin her path of self-discovery.

Inner Talent

While many psions receive training to boost their natural abilities, you've instead learned to harness your natural talents by bending them to your incredibly harsh emotional shifts. Your talent comes from your zeal and your uncontrollable tantrums.

Trauma Victim

Because of your untrained ability, you become a target for creatures that are attracted to your psionic power and seek to prey upon you like a battery for their own might. They likely found you young, before you were even aware that your power was anything more than serendipity and accident.

Eye of the Storm

Your emotions are as powerful as physical storms, wrecking through anything that causes stress on you as the child in your soul seeks to escape. Because of this, your self-image could be incredibly inflated or shattered as you come to terms with being a force of chaos.

Creating A Wilder

Above all, you must ask yourself what happened in your childhood that prevented you from seeking structured training for your psionic potential. Did you have a harrowing experience with a powerful entity as a child? Or did a mundane event cause the trauma that splintered your ability to control yourself. Do you embrace your power or are you as afraid of it as everyone else is?

Quick Build

You can make a wilder quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the haunted one background.

Class Features

As a Wilder, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Wilder level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per wilder level after 1st
Wilder
Level Proficiency Bonus Features Expressions Known Psi Points Strain Limit Wild Surges
1st +2 Psionic Power, Volatile Nature 3 2 1 -
2nd +2 Inner Conduit, Wild Surge 4 3 1 1
3rd +2 - 5 8 2 1
4th +2 Ability Score Improvement 6 10 2 1
5th +3 Volatile Nature feature 7 16 3 1
6th +3 - 8 19 3 2
7th +3 Surging Euphoria 9 23 4 2
8th +3 Ability Score Improvement 10 27 4 2
9th +4 - 11 36 5 2
10th +4 Volatile Nature feature 12 41 5 2
11th +4 - 13 47 6 3
12th +4 Ability Score Improvement 13 47 6 3
13th +5 - 14 54 7 3
14th +5 Volatile Nature feature 14 54 7 3
15th +5 - 15 62 8 3
16th +5 Ability Score Improvement 15 62 8 3
17th +6 Volatile Nature feature 16 71 9 3
18th +6 - 16 76 9 4
19th +6 Ability Score Improvement 17 82 10 4
20th +6 Unpredictable Essence 17 89 11 4

Proficiencies


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

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Deception, Intimidation, Persuasion, Psionics, Sleight of Hand, and Stealth

Equipment

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

  • (a) a simple melee weapon or (b) a sling and 20 bullets
  • (a) a burglar's pack or (b) an explorer's pack
  • Two daggers

Psionic Power

You've access the latent psionic ability said to be within us all and have begun to use it as effectively as a wizard uses the arcane.

Expressions Known

You know three 1-cost expressions of your choice from the wilder expression list.

The Expressions Known column of the Wilder table shows when you learn more wilder expressions of your choice. Each of these expressions must have a cost less than your strain limit. For instance, when you reach 3rd level in this class, you can learn one new expression of 1- or 2-cost.

Additionally, when you gain a level in this class, you can choose one of the wilder expressions you know and replace it with another expression from the wilder expression list, which also must be of a cost less than your strain limit.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic expressions you know. This energy is represented by psi points. Each psionic expression describes effects you can manifest with it by spending a certain number of psi points.

The number of psi points you have is based on your wilder level, as shown in the Psi Points column of the Wilder table. The number shown for your level is your psi points maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.

Strain Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the power of psionic expression that you can manifest in a round before it strains your mind. The limit is based on your wilder level, as shown in the Strain Limit column of the Wilder table. For example, as a 3rd-level wilder, you can only manifest 2 psi points worth of expressions in a round. Your strain limit resets at the start of your turn.

Psionic Ability

Intelligence is your psionic ability for your wilder expressions. You use your Intelligence modifier when setting the saving throw DC for a wilder expression or when making an attack roll with one.

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

Expression attack modifier = your proficiency bonus + your Intelligence modifier

Volatile Nature

Choose a volatile nature, which describes your traumatic relationship with your own power: Cenobitic Nature, Damaged Nature, or Haunted Nature, which are detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level and again at 5th, 10th, 14th, and 17th level.

Inner Conduit

When you reach 2nd level, you have the ability to enter a deep state of focus while you channel your psionic potential. You can open your inner conduit as a bonus action.

You can close your conduit at any time. If you take damage, you must succeed on an Intelligence saving throw equal to 10 or half the damage taken, whichever is higher, or your conduit is forced close as you lose your focus on it.

Wild Surge

At 2nd level, your powers have begun to push themselves past the safety net of your own control. Your passion has become too powerful for you to contain.

When you manifest a wilder expression, you can choose to give it more force than normal. You can spend any number of psi points on that expression up to your wilder level, regardless of your strain limit. You are then hit by a wave of psychic enervation as the exhaustion assaults your mind. You receive a penalty equal to the number of psi points you spent above your strain limit to all attack rolls and ability checks you make until the end of your next turn.

You can use this feature once. You gain additional uses of this feature as you gain levels in this class, as shown in the Wild Surges column of the Wilder table.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Surging Euphoria

When you reach 7th level, you've begun to feel an intense joy after the enervation crash of your wild surge.

For 1 minute after you use your Wild Surge, you gain a bonus to saving throws equal to the number of psi points

you spent above your strain limit. You are immune to the frightened and stunned conditions for the same duration. You can only gain this benefit from one Wild Surge at a time.

Unpredictable Essence

When you reach 20th level, your jagged psionic powers have destroyed any hope of targeting you being easy.

Whenever you are targeted or forced to make a saving throw by any effect including psionic expressions and spells, you can choose to release your control over yourself. Roll a d4. On a 4, you are unaffected.

Volatile Natures

Your control over your psionic power was corroded at a young age, leaving you a dangerous person with no proper structure. You may not even know you are a psion for most of your life, as your tenuous connection to your own mind makes certainty impossible.

When your power manifests, it is shaped by key contacts with certain entities in your history or your dreams. For better or worse.

Cenobitic

As a child, you were preyed upon by an aberration of some nature, who looked at you the same way a starving man looks at a ripe fruit. The damage this has left on your mind and soul has leeched into your ethics and world view.

History of Pain

When you choose this nature at 1st level, your psionic development has been pockmarked and drained by predators from the Far Realms, leaving lasting marks on you.

You have resistance to necrotic damage and advantage on saving throws while you are Bloodied.

Eldritch Predator

Also at 1st level, you can force a creature to make a Charisma saving throw when you affect it with a wilder expression. On a failure, it is marked as your prey for 24 hours, until you mark another creature as your prey, become unconscious, or choose to dismiss it.

While a creature is marked, you always know the direction to it until you are within 30 feet of it. The creature is frightened of you for as long as it is marked and receives an additional 1d6 psychic damage whenever you damage it.

When you reach 11th level, this additional damage increases to 1d10.

Abominable Weapon

At 5th level, your mind has developed a disgusting weapon that reaches out from your portals as though it was from another fetid beast.

When you make an attack, you can instead manifest an expression attack with your horrid will. This weapon attacks a creature within 15 feet of you from this portal, dealing 2d4 + your Intelligence modifier necrotic damage on a hit. If you score a critical hit or you beat their AC by 5 or more, it also grapples them into place. Multiple attacks with your Abominable Weapon grapple a creature individually, so the victim must succeed on a Strength saving throw against each grappling weapon separately.

You can decide the appearance of this weapon. It could manifest as a tentacle, a claw, a hooked chain, or even skeletal arms.

Inhuman Tantrum

Beginning at 10th level, your wild surges have started triggering your unholy bloodlust.

For 1 minute after using your Wild Surge feature, you gain a bonus equal to twice the total psi points spent to all damage rolls by your wilder expressions and Abominable Weapon attacks. You can only gain this benefit from one Wild Surge at a time.

Prey Upon

Starting at 14th level, you have advantage on attack rolls with your wilder expressions and Abominable Weapon against creatures that are frightened of you.

Ascended Cenobite

When you reach 17th level, you've fully forsaken your humanity in favor of becoming the horror that ruined you in your youth.

Your creature type becomes Aberration. At the start of each of your turns, you regain 1d6 hit points if a creature is frightened of you.

Damaged

To say the event that broke open your psionic potential against your will was mundane would be condescending. Although it was a horrible experience to happen to any person as young as you, it was just at the hands of men, such as the death of your family, the slaughter of your entire village, or a near death experience. However, you are not special and those words echo in your rage.

History of Scorn

When you choose this nature at 1st level, the anger at what happened to you has welled up like a fist around your heart.

You have resistance to psychic damage and, while you are Bloodied, can reroll a number of wilder expression damage dice up to your Intelligence modifier.

Lashing Out

Also at 1st level, whenever you would be restored hit points, you can use your reaction to instead make a ranged expression attack against a creature you can see within 30 feet. On a hit, you deal psychic damage equal to twice the hit points you would have been restored.

When you reach 11th level, this expression stuns the target as well.

Bloody Defiance

At 5th level, the cycle of violence continues whenever you are hurt again and again.

As a reaction to failing a saving throw, you can force the source of the saving throw to make a Wisdom saving throw if they are visible to you. They take psychic damage equal to the damage dealt to you and are stunned until the end of their next turn, or half as much damage and not stunned on a success.

Explosive Tantrum

Beginning at 10th level, the exertion of your wild surges have only served to make you more vengeful.

For 1 minute after using your Wild Surge feature, your Lashing Out expression instead affects every creature within 30 feet.

Share Pain

Starting at 14th level, you won't be satisfied until you inflict your rage upon the world around you.

As an action, you can attempt to psionically afflict the target with the rage you’ve felt, forcing it to fight. The target must make a Wisdom saving throw or be compelled into a battle rage.

If the target takes any action except the Attack action, casting a spell that deals damage, or manifesting an expression that deals damage, they immediately take 3d10 psychic damage and are stunned until the start of their next turn. You choose the targets of their attacks, expressions, or spells.

You can use this feature once per long rest. This effect lasts for 1 minute, until you are incapacitated, or until you or the target are reduced to 0 hit points. They can repeat the save at the end of each of their turns, ending the frenzy but not the stunned condition on a success.

Vengeful Ascension

When you reach 17th level, you've overcome the things that caused you pain, but not the anger they wrought.

Your wilder expressions are automatically critical hits when they hit a stunned creature. While you have a creature stunned, all of your wilder expressions deal an extra die of damage.

Haunted

Your control over your own abilities was not broken, however your childhood was not spent alone. Spirits found your energy to be intoxicating and sought to stay around you, giving you a plethora of seemingly imaginary friends who gradually frayed your sanity.

History of Madness

When you choose this nature at 1st level, your loose control over your own powers has left you in very high spirits.

You have resistance to force damage and, while you are Bloodied, advantage on Intelligence and Dexterity skill checks.

Hidden Walkways

Also at 1st level, your series of invisible friends have taught you a few of their tricks.

You can move through solid objects as though they were difficult terrain. You cannot end your turn inside an object.

When you reach 11th level, you can move through both objects and creatures this way.

Fade Away

At 5th level, you can use your bonus action to become or stay invisible until the start of your next turn. While invisible this way, you can use your item interaction on your turn to make any unattended object within 40 feet move up to 10 feet in any direction of your choice, including opening or slamming doors and containers.

If a creature within this area does not see you turn invisible, they are considered surprised by you and must make a Wisdom saving throw when they witness you your item interaction this way or become frightened for as long as you stay invisible.

Pouty Tantrum

Beginning at 10th level, you don't want to be seen, only heard.

For 1 minute after using your Wild Surge feature, objects moved by your Fade Away ability become

improvised weapons that deal 1d8 + your Intelligence modifier damage.

Illusory Misdirection

Starting at 14th level, when you use your bonus action to maintain your Fade Away, you can create an illusion of yourself or another creature in an unoccupied space within 40 feet of you. You can instead choose to move any number of your illusions up to 30 feet as part of that bonus action instead of creating a new one.

These illusions cannot deal damage but can imitate your attacks and abilities. You can control a number of illusions up to your proficiency bonus at a time and they persist for 1 minute after you stop maintaining your Fade Away feature, you are reduced to 0 hit points, or they are interacted with.

Creatures that are physically interacting with or attacking your illusions provoke opportunity attacks from you.

Ascended Poltergeist

When you reach 17th level, you've almost become a spirit yourself.

As an action while you are inside another creature by your Hidden Walkways feature, you can attempt to possess them. They must make a Charisma saving throw against your expression save DC. On a failure, you control them on their next turn. This feature lasts for a maximum number of turns equal to your Intelligence modifier.

The possessed creature can repeat the saving throw at the end of each of their turns to end the effect early. You can use this feature once per short or long rest.

Chapter 2: Revised Content

Although the psionic subclasses presented in Tasha's Cauldron of Everything are interesting to play for what they are, they not only don't well resemble the psionics here, they also don't very well resemble psionics at all.

Races

Duergar

Duergar, also known as gray dwarves, live deep in the Underdark. After delving deeper than any other dwarves, they were enslaved by mindlfayers for eons. Although they eventually won their freedom, these grim, ashen-skinned dwarves now take slaves of their own and are as tyrannical as their former masters.

Physically similar to other dwarves in some ways, duergar are wiry and lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards.

Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned upon in their culture, but they can sometimes seem joyful when at work. They have the typical dwarven appreciation for order, tradition, and impeccable craftsmanship but their goods are purely utilitarian, disdaining aesthetic or artistic value.

In addition to the Dwarven racial traits presented in the Player's Handbook, duergar carry the following traits:

  • Ability Score Increase. Your Strength score increases by 1, to a maximum of 20.
  • Superior Darkvision. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
  • Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned conditions on yourself.
  • Duergar Psionics. Starting at 3rd level, you can manifest the Compression/Expansion expression with this trait. Starting at 5th level, you can also manifest the Vanish expression with it. Once you manifest either of these expressions, you can't manifest that expression this way again until you finish a long rest. You can also manifest these expressions using psi points, if you have them.

This replaces the Duergar racial traits presented in the Sword Coast Adventurer's Guide and Mordekenainen Presents: Monsters of the Multiverse.

Gith

Once members of a people who escaped servitude to mind flayers, the two kinds of gith split from their cousins and fled to different planes. A lanky people with skin tones of yellows, greens, and browns, the gith cultivate their psionic powers alongside their martial might.

  • Ability Score Improvement. Your Intelligence score increases by 1, to a maximum of 20.
  • Age. Gith reach adulthood in their late teens and live for about a century.
  • Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Gith Telekinesis. You can manifest the telekinetic pulse expression without paying its psi point cost.
  • Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned conditions on yourself.
  • Languages. You can speak, read, and write Common and Gith.
  • Subrace. The two civilizations of Gith, the githyanki and the githzerai, are enemies of each other but are the same biological race. Choose one of these subraces.

Githyanki

The warlike tribe of the sundered people, the githyanki are arrogant, violent, and decadent. They train all their children to become soldiers and seek to expand throughout the planes, regardless of the bloodshed required to build their outposts. All for the glory of their citadel in the Astral Sea.

  • Ability Score Increase. Your Strength score increases by 2, to a maximum of 20.
  • Alignment. Because they are raised to raise and conquer iwthin a strict militant society, Githyanki are usually Lawful Evil, but those who leave to adventure often fall to Chaos or Good.
  • Decadent Mastery. You learn one language of your choice and you are proficient with one skill or tool of your choice.
  • Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
  • Githyanki Psionics. When you reach 3rd level, you can manifest the Burst expression with this trait. When you reach 5th level, you can manifest the Quick Jaunt expression with it. Once you manifest either of these expressions, you can't manifest that expression this way again until you finish a long rest. You can also manifest these expressions with psi points, if you have them.

Githzerai

After the great rebellion that freed them from the mind flayers, the Githzerai rejected violence and sought to

cultivate only control over themselves instead. They live an austere life in the plane of Limbo where only their psionic power maintains their monastery in the ocean of chaos.

  • Ability Score Increase. Your Wisdom score increases by 2, to a maximum of 20.
  • Alignment. Because of the balance taught to them in their youth, Githzerai are often strictly Lawful Neutral.
  • Mental Discipline. You have advantage on saving throws made against psionic expressions.
  • Psychic Resilience. You have resistance to psychic damage.
  • Githzerai Psionics. When you reach 3rd level, you can manifest the Mental Barrier expression with this trait. When you reach 5th level, you can manifest the Mind Probe expression with it. Once you manifest either of these expressions, you can't manifest that expression this way again until you finish a long rest. You can also manifest these expressions using psi points, if you have them. Intelligence is your psionic ability for Mind Probe when you manifest it with this trait.

This replaces the Gith presented Mordenkainen's Tome of Foes and Mordekenainen Presents: Monsters of the Multiverse.

Kalastar

Because of their link to the Plane of Dreams and the Quori, the Kalashtar have a strange connection to their racial psionics. It is usually not cultivated, but is very powerful when they do.

  • Ability Score Increase. Your Wisdom score increases by 2 and your Charisma score increases by 1, to maximums of 20.
  • Age. Kalashtar mature and age at the same rate as humans.
  • Alignment. The noble spirit tied to a kalashtar drives it toward Lawful Good. Most kalashtar combine strong self-discipline with compassion for all beings, but some kalashtar resist the virtuous influence of their spirit.
  • Size. Your size is Medium.
  • Dual Mind. You ahve advantage on all Wisdom saving throws.
  • Mental Discipline. You have resistance to psychic damage.
  • Mindlink. You can innately manifest the mindlink expression, costing no psi points.
  • Severed From Dreams. Kalashtar can sleep but cannot connect to the plane of dreams as other creatures do. instead their minds draw from the memories of their otherworldly spirit while they sleep. As such, you are immune to spells and expressions that require you to dream, like dream travel, but not to effects that put you to sleep, like sleep.
  • Languages. You can speak, read, and write Common, Quori, and one other language of your choice.

Thri-Kreen

Thri-Kreen are insectile people from across the Astral Sea, with protective chitin and two pairs of arms. They speak by clacking their mandibles and waving their antennas, indicating to other thri-kreen what they are thinking and feeling. other creatures find this method of communication difficult to interpret and impossible to duplicate. They overcome this disadvantage by being naturally telepathic.

  • Ability Score Increase. Your Strength increases by 2 and your Wisdom increases by 1, to maximums of 20.
  • Age. Thri-Kreen reach maturity within only a few years and usually reach old age before they are 50.
  • Alignment. Because of their short lives and lack of general social structure, Thri-Kreen tends towards chaos but have no relationship with good or evil.
  • Creature Type. You are a Monstrosity, making you immune to effects that only target humanoids.
  • Size. You are just taller than a human without your antennae, putting the top of your head just over 6 feet. You are Medium.
  • Speed. Your walking speed is 30 feet.
  • Hardened Carapace. While you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
  • Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
  • Sleepless. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest. You are immune to effects that would put you to sleep.
  • Thri-Kreen Telepathy. You can manifest the Mindlink expression without paying its psi point cost. If you manifest this expression this way, it has a range of 30 feet and ends if the creature goes more than 120 feet away from you.
  • Languages. You can speak, read, and write Thri-Kreen.

This replaces the Thri-Kreen presented in Spelljammer: Adventures in Space.

Classes

Fighter

Despite their simple mundane nature, Fighters are not deaf to the power within their mind.

Martial Archetype: Gith Warrior

While some warriors supplement their martial talent with magic, you've awoken your psionic might and brought it to bore on the battlefield. Utilizing your personal discipline, your mind is as dangerous as your sword and as defensive as your shield.

This replaces the Psi Knight printed in Tasha's Cauldron

of Everything.

Gith Warrior Manifesting
Fighter Level Expressions Known Psi Points Strain Limit
3rd 3 2 1
4th 4 3 1
5th 4 3 1
6th 4 3 1
7th 5 8 2
8th 6 8 2
9th 6 8 2
10th 7 10 2
11th 8 10 2
12th 8 10 2
13th 9 16 3
14th 10 16 3
15th 10 16 3
16th 11 19 3
17th 11 19 3
18th 11 19 3
19th 12 23 4
20th 13 23 4

Psionic Power

When you reach 3rd level, you've unlocked your inner conduit and have begun to augment your battlefield presence with psionic power.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic expressions you know. This energy is represented by psi points. Each psionic expression describes effects you can manifest with it by spending a certain number of psi points.

The number of psi points you have is based on your fighter level, as shown in the Psi Points column of the Gith Warrior Manifesting table. The number shown for your level is your psi points maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.

Expressions Known of 1-Cost and Higher

You know three 1-cost Psychic expressions of your choice, two of which you must choose from the psychosomatic and telekinesis expressions on the psychic expression list. The Expressions Known column of the Gith Warrior Manifesting table shows when you learn more psychic expressions of 1-cost or higher. Each of these expressions must be a psychosomatic or telekinesis expression of your choice, and must be of a cost less than your strain limit. For instance, when you reach 7th level in this class, you can learn one new expression of 1- or 2-cost.

The expressions you learn at 8th, 14th, and 20th level can come from any order of psionics.

Whenever you gain a level in this class, you can replace one of the psychic expressions you know with another expression of your choice from the psychic expression list. The new spell must be of a cost less than your strain limit and it must be a psychosomatic or telekinesis expression, unless you're replacing the expression you gained at 3rd, 8th, 14th, or 20th level from any order of psionics.

Strain Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the power of psionic expression that you can manifest in a round before it strains your mind. The limit is based on your fighter level, as shown in the Strain Limit column of the Gith Warrior Manifesting table. For example, as a 5th-level fighter, you can only manifest 1 psi points worth of expressions in a round. Your strain limit resets at the start of your turn.

Psionic Ability

Intelligence is your psionic ability for your psychic expressions. You use your Intelligence modifier when setting the saving throw DC for a psychic expression or when making an attack roll with one.

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

Expression attack modifier = your proficiency bonus + your Intelligence modifier

Inner Conduit

Also at 3rd level, you have the ability to enter into a deep state of focus while you channel your psionic potential. You can open your inner conduit as a bonus action.

You can close your conduit at any time. If you take damage, you must succeed on an Intelligence saving throw equal to 10 or half the damage taken, whichever is higher, or your conduit is forced closed as you lose your focus on it.

Combat Psionics

Beginning at 7th level, when you use your action to manifest an expression, you can make one weapon attack as a bonus action.

Guarded Mind

Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can spend 1 psi point to end every effect on yourself subjecting you to those conditions.

Bulwark of Force

At 15th level, you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one). Each of the chosen creatures is protected by half cover for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again

until you finish a long rest, unless you spend 1 psi point to take it again.

Telekinetic Master

By 18th level, your ability to move creatures and objects with your mind is matched by few. You can manifest the Tornado Blast expression once per long rest. You must still spend 9 psi points to use this feature but it does not count against your strain limit.

Monk

Ki points are changed to be Psi Points. The class is otherwise unchanged, except its magical abilities are treated as psionic. This strengthens several subclasses, especially the Way of the Four Elements, against magical interference, as psionics cannot be countered, only dissipated. This otherwise does not change much, except its interaction with other psion classes.

Rogue

Just like their close associates the Espers, Rogues are capable of using their clever mind as effectively as their daggers.

Roguish Archetype: Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and astral. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues how are leery

Soulknife Manifesting
Rogue Level Expressions Known Psi Points Strain Limit
3rd 3 2 1
4th 4 3 1
5th 4 3 1
6th 4 3 1
7th 5 8 2
8th 6 8 2
9th 6 8 2
10th 7 10 2
11th 8 10 2
12th 8 10 2
13th 9 16 3
14th 10 16 3
15th 10 16 3
16th 11 19 3
17th 11 19 3
18th 11 19 3
19th 12 23 4
20th 13 23 4

of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.

This replaces the Soulknife printed in Tasha's Cauldron of Everything.

Psionic Power

When you reach 3rd level, your psionic potential has enhanced your elusive nature.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic expressions you know. This energy is represented by psi points. Each psionic expression describes effects you can manifest with it by spending a certain number of psi points.

The number of psi points you have is based on your rogue level, as shown in the Psi Points column of the Soulknife Manifesting table. The number shown for your level is your psi points maximum. Your psi point total returns to its maximum when you finish a long rest. The number of psi points you have can't go below 0 or over your maximum.

Expressions Known of 1-Cost and Higher

You know three 1-cost Psychic expressions of your choice, two of which you must choose from the metacreativity and telepathy expressions on the psychic expression list.

The Expressions Known column of the Soulknife Manifesting table shows when you learn more psychic expressions of 1-cost or higher. Each of these expressions must be a metacreativity or telepathy expression of your choice, and must be of a cost less than your strain limit. For instance, when you reach 7th level in this class, you can learn one new expression of 1- or 2-cost.

The expressions you learn at 8th, 14th, and 20th level can come from any order of psionics.

Whenever you gain a level in this class, you can replace one of the psychic expressions you know with another expression of your choice from the psychic expression list. The new spell must be of a cost less than your strain limit and it must be a metacreativity or telepathy expression, unless you're replacing the expression you gained at 3rd, 8th, 14th, or 20th level from any order of psionics.

Strain Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy. There is a limit on the power of psionic expression that you can manifest in a round before it strains your mind. The limit is based on your rogue level, as shown in the Strain Limit column of the Soulknife Manifesting table. For example, as a 5th-level rogue, you can only manifest 1 psi points worth of expressions in a round. Your strain limit resets at the start of your turn.

Psionic Ability

Intelligence is your psionic ability for your psychic expressions. You use your Intelligence modifier when setting the saving throw DC for a psychic expression or when making an attack roll with one.

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

Expression attack modifier = your proficiency bonus + your Intelligence modifier

Inner Conduit

Also at 3rd level, you have the ability to enter into a deep state of focus while you channel your psionic potential. You can open your inner conduit as a bonus action.

You can close your conduit at any time. If you take damage, you must succeed on an Intelligence saving throw equal to 10 or half the damage taken, whichever is higher, or your conduit is forced closed as you lose your focus on it.

Psychic Blades

Also at 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This psionic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

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

Soul Blades

Starting at 9th level, you can make a sneak attack using your psychic blades against a creature under the effects of an expression you are sustaining as long as you do not have disadvantage on the attack.

Psychic Veil

At 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can psionically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature, or you force a creature to make a saving throw.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 1 psi point to use this feature again.

Rend Mind

When you reach 17th level, you can sweep your Psychic Blade directly through a creature's mind. When you use your psychic blades to deal sneak attack damage to a creature, you can force that target to make a Wisdom saving throw against your expression save DC. On a failure, they are stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can't do so again until you finish a long rest, unless you spend 3 psi points to use it again.

Wizard

Wizards study deeply into all forms of power, including the realm of psionics. Because of this, those who discover they have the potential to manifest their own psionic expressions find themselves as the masters of two separate worlds.

Mystic Polymath

Mystic Polymaths channel their psionics through their understanding of the Weave, often mistaking their own power for a new form of magic. By doing so, they can transcend their physical form and perceive parts of the world originally lost to their nonpsionic peers.

This replaces the Psionicist/Mentalist UA.

Psionic Devotion

Starting at 2nd level, your study of psionics begins to unleash your mind's potential. When you prepare your spells, you can also prepare a number of psionic expressions equal to twice your proficiency bonus. They must have a cost less than or equal to the highest level spell slot you have. When you manifest a psionic expression, it uses a spell slot with a level equal to its cost.

Enlightened Conduit

Also at 2nd level, you have inserted a conduit into your psionic potential using your magic. You can sustain psionic expressions as though you had a conduit open. If an effect would disrupt your sustained expressions, you can make a Concentration check as though you were concentrating on a spell.

Specialist's Trick

At 6th level, you can choose one of the six orders of psionics: clairsentience, metacreativity, psychosomatic, telekinesis, telepathy, or transposition. You can manifest one 1- or 2-cost expression you know from that order without paying its psi point cost or using your Psionic Devotion ability once per day.

Empowered Psionics

At 10th level, when you deal psychic or force damage with a wizard spell or psionic expression, you can add your Intelligence modifier to the damage against one of the spell or expression's targets.

Astral Connection

Starting at 14th level, your spells affect creatures on the Ethereal Plane just like your psionic expressions do. You can see creature that are within 60 feet of you on the Ethereal Plane as translucent, ghostly outlines in the world around you.

Chapter 3: Customization Options

Multiclassing

Multiclassing Prerequisites:

Class Ability Score Minimum Proficiencies Gained
Esper Dexterity 13 and Intelligence 13 One skill from the class's skill list
Psychic Intelligence 13 --
Wilder Intelligence 13 --

Psi Points

Your ability to manifest psionics depends partly on your combined levels in all your manifesting classes and partly on your individual levels in those classes. Once you have the Psionic Power feature from more than one class, use the rules below. If you multiclass but have the Psionic Power feature from only oner class, you follow the rules as described in that class.

Expressions Known and Prepared. You determine what expressions you know and can prepare for each class individually, as if you were a single-classed member of that class.

Each expression you know and prepare is associated with one of your classes, and you use the manifestation ability of that class when you manifest the expression. A psionic focus for one of your manifesting classes can be used for the expressions of all your manifesting classes.

Multiclass Psion

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

Psi Points. You determine your available psi points and strain limit by adding together all your levels in the psychic and wilder classes, half your levels (rounded down) in the esper class, and a third of your fighter or rogue levels (rounded down) if you have the Gith Warrior or the Soulknife feature. Use this total to determine your psi points by consulting the Multiclass Psion table.

Feats

Hidden Talent

Some say psionic ability is hidden inside the minds of all of us. You are proof that they may be right.

Choose a psionic order: clairsentience, metacreativity, psychosomatic, telekinesis, telepathy, or transposition. You learn two 1 psi point expressions from your chosen psionic order. Intelligence is your psionic ability for these expressions.

In addition, you gain 2 psi points. You regain all spent psi points when you complete a long rest.

Psionic Warrior

Prerequisite: The ability to manifest an expression

You've learned to maintain your focus on your psionics even while you are lost in the chaos of melee combat.

  • You have advantage on Intelligence saving throws that you make to maintain your open conduit.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to manifest an expression at the creature, rather than making an opportunity attack. The expression must have a manifestation time of 1 action and must target only that creature.
  • If you have a psicrystal, you can use your bonus action to send it to yourself or another creature within 30 feet of you to grant them a +2 bonus to their AC and Wisdom saving throws until the start of your next turn.

Sight Beyond

Prerequisite: The ability to manifest an expression

You've learned to overcome the barriers of the physical.

  • Your Intelligence score increases by 1, to a maximum of 20.
  • Your expressions are no longer stopped by any barrier other than a force effect.
  • As long as you are somehow aware of a creature within an expression's range, such as by a telepathic link or tremorsense, you can ignore the requirement for a line of sight to the target.

Chapter 4: Manifesting

The mind of intelligent creatures has a powerful connection to not only the Echo Planes such as the Astral Sea but also to the realm of souls and their afterlives. While there is a lot of overlap with how spells function, psionics work differently than the established realm of spells.

What is an Expression?

An expression is a palpable psionic effect, utilizing your mental ability to create a desired result. When you manifest an expression, you focus your entire will upon a singular object or event and force it into existence using only the power of your mind. Most expressions happen in less than a second, started and finished almost immediately. Others, however, bind themselves into your conduit and can last for extended periods.

Expressions are very versatile and, in many ways, are comparable to spells. They can deal damage, impose conditions, and create a variety of effects as imagined by your mind. While listed here is a wider array of abilities than most mundane peasants can ever imagine, this is only the tip of the iceberg of power that psions can wield.

Psi Point Cost

Each expression has a psi point cost, ranging from 1 to 9. An expression's minimum cost indicates its basic power, though you can spend additional points to increase its effect by overchanneling it.

Strain Limit

A psion's mind can only manifest so much power before it hurts itself. This is represented by the Strain Limit presented in each psion class's class table.

Each round of combat, you can only spend a total number of psi points equal to your strain limit. The number of psi points you spend only count until the start of your next turn. For example, if your Strain Limit if 5, you can manifest a 3-cost expression as an action and a 2-cost expression as a bonus action. However, then you cannot manifest an expression as a reaction until your next turn starts.

Manifestation in Armor

Because the entirety of the expressed power is mental in origin, you can still manifest expressions in any armor. Because you cannot move as intended, however, you have disadvantage on expression attacks while wearing armor or shields you are not proficient with.

Manifesting An Expression

When a character manifests an expression, the same basic rules are followed, regardless of the character's class or the expression's effects.

Each expression description in chapter 4 begins with a block of information, composed of the expression's name, cost, order of psionics, manifestation time, range, display, and duration. The rest of an expression entry describes the expression's effect.

Manifestation Time

Most expressions require a single action to manifest, but some expressions require a bonus action, a reaction, or longer.

Bonus Action

An expression manifested with a bonus action is very quick and usually a supplementary power. These can be cast alongside expressions with a manifestation time of an action, as long as the total psi points spent on them does not exceed your strain limit.

Reactions

Some expressions manifest with just a thought in response to an event. If an expression can be manifested as a reaction, the expression description tells you exactly when you can do so. You can manifest an expression you have prepared as long as it does not bring your spent psi points above your strain limit.

Longer Manifestation Times

Some expressions require more time to fully manifest: minutes to hours. When you manifest an expression with a manifestation time longer than a single action or reaction, you must spend your action each turn manifesting the expression, and you must maintain your concentration while you do so, as though you were concentrating on a spell. If your concentration is broken, the expression fails, but your psi points aren't spent. If you want to try to manifest the expression again, you must start over.

Range

The target of an expression must be within the expression's range. For an expression like inflict agony, the target is a creature. For an expression like distract, the target is the point in space where the sound comes from.

Most expressions have ranged expressed in feet. Some expressions can target only a creature (including you) that you touch. Other expressions, such as the mental barrier expression, affect only you. These expressions have a range of self.

Expressions that create cones or lines of effect that originate from you also have a range of self, indicating that the origin of the expression's effect must be you.

Once an expression is manifested, its effects aren't limited by its range, unless the expression's description says otherwise.

Display

Although psionics are the production of your mind and do not require components in the way that spells do, they are often accompanied by noticeable side effects.

Sensory

Many psionics create harmless sensory effects around the psion and their area of effect, broadly broken up into the various senses that they stimulate. These are most often sights and sounds, but also sometimes smells or tactile experiences in the air itself.

Material

More than simply a tactile sensation or air texture, a material display is a physical manifestation of the psion's will that created it and can be physically interacted with.

Duration

An expression's duration is the length of time the expression's effects persist. A duration can be expressed in rounds, minutes, or hours. Some expressions specify that their effects last until the expression is dissipated.

Instantaneous

Many expressions are instantaneous. The expression harms, creates, or changes a creature or an object in a way that can't be dispelled, because your mind only needed to focus for a moment to influence it.

Sustain

Some expressions have the capability to be sustained. If you choose to sustain a eligible expression, it is sustained for as long as your conduit is open. For as long as an expression is sustained, it has a listed effect that persists for as long as it is sustained. You can only sustain one expression at a time, unless otherwise stated.

Targets

A typical expression requires you to pick one or more targets to be affected the your will. An expression's description tells you whether the expression targets creatures, objects, or a point of origin for an area of effect.

Unless an expression has a noticed effect, a creature might not know it was targeted by an expression at all. An effect like a loud sound is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless an expression says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it, so it can't be behind total cover.

If you place an area of effect at a point that you can't see and on obstruction, such as a wall, is between you

The Orders of Psionics

Psions have loosely broken up all known expressions of psionic power into six orders. The orders of psionics have no inherent rules, however other rules interact with the orders.

Clairsentience is the ability of the mind to know or experience things away from one's own body, often seeing into the past or future, knowing the results of events from miles away, or becoming aware of events on entirely different planes.

Metacreativity is the art of drawing the fog from the Astral Sea or the spirits that feed on it into the Material Plane and bending it to your will.

Psychosomatic is the ability to enhance or transform your own body or the bodies of your targets to match your will.

Telekinesis is the ability to manipulate matter and energy with just your mental energy, creating devastating blasts of power or throwing heavy objects across the room.

Telepathy is the specialty of contacting, controlling, and destroying minds you come into contact with.

Transposition is the art of displacing objects and creatures from time and space, to propel them to their destinations.

and that point, the point of origin comes into being on the near side of that obstruction.

Barrier Obstructions

Even if the point of origin of an area of effect is somewhere you can see, psionics cannot bypass force effects such as a wall of force, 3 feet of rock or wood, 2 inches of any metal, or a thin sheet of lead. All psionics also affect creatures on the ethereal plane within their area of effect, even if they were not perceived by the psion.

Areas of Effect

Expressions such as concussive blast and disable cover an area, allowing them to affect multiple creatures at once.

An expression's description specifies its area of effect, which typically has one of three different shapes: cone, line, or sphere. Every area of effect has a point of origin, a location from which the expression's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some expressions have an area whose origin is a creature or an object.

An expression's effect expands in straight lines from the point of origin. If no unblocked stright line extends from the point of origin to a location with the area of effect, that location isn't include in the expression's area. To block one of these imaginary lines, an obstruction must provide total cover.

Cone

A cone extends in a direction you choose from you. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.

Line

A line extends from you in a straight path up to its length and covers an area defined by its width.

Sphere

A sphere might extend from you or another selected point of origin, as specified by an expression's range, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extended from the point.

Saving Throws

Many expressions specify that a target can make a saving throw to avoid some or all of an expression's effects. The expression specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your expressions equals 8 + your proficiency bonus + your psionic ability modifier + any special modifiers.

Attack Rolls

Some expressions require the psion to make an attack roll to determine whether the expression effect hits the intended target. Your attack bonus with an expression attack equals your psionic ability modifier + your proficiency bonus.

Most expressions that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.

Combining Psionic Effects

The effects of different expressions add together while their durations overlap. The effects of the same expression cast multiple times don't combine, however. Instead the most potent effect- such as the highest bonus- from those manifestations applies while their durations overlap. Or the most recent effect applies if the manifestations are at the same cost and their durations overlap.

Chapter 5: Expressions

Esper Expressions

1-Cost

  • Astral Passenger
  • Attraction
  • Burst
  • Conceal Thoughts
  • Distract
  • Empathy
  • Psychic Bolts
  • Startle
  • Steel Betrayal
  • Telekinetic Pulse
  • Third Eye

2-Cost

  • Adapt Body
  • Cloud Mind
  • Danger Sense
  • Demoralize
  • Elfsight
  • Equilibrium
  • Intrusive Thought
  • Lock Finesse
  • Prowess
  • Psionic Block
  • Tongue of Mind
  • Trace
  • Vanish
  • Wall Walker

3-Cost

  • Claws of Energy
  • Evasive Mind
  • Quick Jaunt
  • Unhindered Egress

4-Cost

  • Gaslight
  • Steadfast Perception

5-Cost

  • Shatter Perfect Mind

Psychic Expressions

1-Cost

  • Animate
  • Astral Construct
  • Astral Passenger
  • Attraction
  • Bestial Aspect
  • Burst
  • Catfall
  • Chameleon
  • Conceal Thoughts
  • Concussion Blast
  • Decelerate
  • Deja Vu
  • Disable
  • Dissipating Touch
  • Distract
  • Empathy
  • Energy Missile
  • Fate Switch
  • Force Screen
  • Hail of Shards
  • Hustle
  • Inflict Agony
  • Mental Barrier
  • Mindlink
  • My Light
  • Psychic Bolts
  • Pyrokinesis
  • Spine Chill
  • Startle
  • Steel Betrayal
  • Stomp
  • Sustenance
  • Telekinetic Pulse
  • Third Eye

2-Cost

  • Adapt Body
  • Anchored Mind
  • Animal Affinity
  • Aversion
  • Bestow Power
  • Brain Lock
  • Cloud Mind
  • Compression/Expansion
  • Concealing Amorpha
  • Correspond
  • Danger Sense
  • Demoralize
  • Elfsight
  • Equilibrium
  • Exposing Grasp
  • Extrasensory Perception
  • Figment of Imagination
  • Focus Burst
  • Inertial Load
  • Intrusive Thought
  • Leap of Faith
  • Levitation
  • Location Fluctuation
  • Lock Finesse
  • Matter Agitation
  • Mental Disruption
  • Mind Probe
  • Mind Trap
  • Oak Body
  • Prowess
  • Psionic Block
  • Sensitivity to Psychic Impressions
  • Tongue of Mind
  • Trace
  • Vanish
  • Wall Walker

3-Cost

  • Claws of Energy
  • Crisis of Breath
  • Dimensional Anchor
  • Dissipate
  • Empathetic Feedback
  • Evasive Mind
  • False Sensory Input
  • Focus Ball
  • Fog Form
  • Frighten
  • Iron Will
  • Quick Jaunt
  • Touchsight
  • Unhindered Egree

4-cost

  • Anchored Mind
  • Death Urge
  • Dismiss
  • Diversion
  • Fog Crystals
  • Gaslight
  • Hydrokinesis
  • Insanity
  • Pan the River
  • Puppeteer
  • Steadfast Perception

5-cost

  • Affinity Field
  • Astral Caravan
  • Baleful Teleport
  • Fog Wave
  • Shatter Perfect Mind
  • Wall of Astral Fog

6-Cost

  • Dream Travel
  • Ethereal Dive
  • Genesis

7-Cost

  • Crisis of Life
  • Perfect Mind
  • Remove from the River

8-Cost

  • Astral Seed
  • Psionic Static Field

9-Cost

  • Bend Reality
  • Precognition
  • Tornado Blast

Wilder Expressions

1-Cost

  • Animate
  • Astral Construct
  • Astral Passenger
  • Attraction
  • Bestial Aspect
  • Burst
  • Catfall
  • Chameleon
  • Conceal Thoughts
  • Concussion Blast
  • Decelerate
  • Deja Vu
  • Disable
  • Dissipating Touch
  • Distract
  • Empathy
  • Energy Missile
  • Fate Switch
  • Force Screen
  • Hail of Shards
  • Hustle
  • Inflict Agony
  • Mental Barrier
  • Mindlink
  • My Light
  • Panicked Rebuke
  • Psychic Bolts
  • Pyrokinesis
  • Spine Chill
  • Startle
  • Steel Betrayal
  • Stomp
  • Sustenance
  • Telekinetic Pulse
  • Third Eye

2-Cost

  • Adapt Body
  • Anchored Mind
  • Animal Affinity
  • Aversion
  • Bestow Power
  • Brain Lock
  • Cloud Mind
  • Compression/Expansion
  • Concealing Amorpha
  • Correspond
  • Danger Sense
  • Demoralize
  • Elfsight
  • Equilibrium
  • Exposing Grasp
  • Extrasensory Perception
  • Figment of Imagination
  • Focus Burst
  • Inertial Load
  • Intrusive Thought
  • Leap of Faith
  • Levitation
  • Location Fluctuation
  • Lock Finesse
  • Matter Agitation
  • Mental Disruption
  • Mind Probe
  • Oak Body
  • Prowess
  • Psionic Block
  • Sensitivity to Psychic Impressions
  • Tongue of Mind
  • Trace
  • Vanish
  • Wall Walker

3-Cost

  • Claws of Energy
  • Crisis of Breath
  • Dimensional Anchor
  • Dissipate
  • Empathetic Feedback
  • Evasive Mind
  • False Sensory Input
  • Focus Ball
  • Fog Form
  • Iron Will
  • Quick Jaunt
  • Touchsight
  • Unhindered Egree

4-Cost

  • Death Urge
  • Dismiss
  • Diversion
  • Fog Crystals
  • Gaslight
  • Hydrokinesis
  • Insanity
  • Pan the River
  • Puppeteer
  • Steadfast Perception

5-cost

  • Affinity Field
  • Astral Caravan
  • Baleful Teleport
  • Fog Wave
  • Shatter Perfect Mind
  • Wall of Astral Fog

6-Cost

  • Dream Travel
  • Ethereal Dive
  • Genesis

7-Cost

  • Crisis of Life
  • Perfect Mind
  • Remove From the River

8-Cost

  • Psionic Static Field

9-Cost

  • Bend Reality
  • Precognition
  • Tornado Blast

Expression Description

Adapt Body

2-cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 1 hour

Your body automatically adapts to its environment for the duration. You are immune to the effects of very hot or very cold environments, do not need to breathe, and do not take automatic exhaustion from your environment.

Movement and attack penalties, such as those provided by making attacks underwater, are still applied.

Affinity Field

5-cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Visual, Tactile
  • Duration: 1 minute

You target a point within range and create a 20ft sphere centered on that point. For the duration, all damage you take and healing you receive also damages or heals all creatures within that sphere.

Additionally, creatures within the affinity field are affected by 3-cost or less expressions and 3rd-level or lower spells that affect you as though it also targeted them. They make saving throws against these effects as normal.

Overchannel. For each additional psi point spent to manifest this expression, the affinity field lasts for 1 additional minute and creatures within the field are affected by spells of 1 level higher and expressions of 1-cost higher.

Anchored Mind

2-cost Clairsentience

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Material, Sound
  • Duration: 24 hours

You create a fixed point in your mind at a point you can see. You always know the distance and direction to that point as long as you are on the same plane as it. You can teleport to this place with no chance of failure as though it was a permanent circle.

You can create a permanent anchor by manifesting this expression targeting the same point every day for one year. You can have multiple anchors this way.

Overchannel. If you spend 4 psi points to manifest this expression, the effect extends beyond planar barriers.

Animal Affinity

2-cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: Sustain

You forge a psychometabolic affinity with an idealized version of an animal, enhancing yourself in its likeness.
Choose one of the following effect, you gain that effect until the spell ends.

  • Boar. You have advantage on Constitution checks. You current and maximum hit points each are increased by 2d6.
  • Crow. You have advantage on Intelligence checks.
  • Gorilla. You have advantage on Strength checks and your carrying capacity doubles.
  • Mouse. You have advantage on Dexterity checks. You don't take damage from the first 20 feet of a fall if you aren't incapacitated.
  • Snake. You have advantage on Charisma checks.
  • Turtle. You have advantage on Wisdom checks.

Overchannel. For each additional psi point spent to manifest this expression, choose an additional effect.

Animate

1-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: Sustain

You force objects you can see into motion. Choose up to 1 Medium object or two Small objects that are not being worn or carried. Each target is animated as you desire, becoming a creature under your control until you stop sustaining or until reduced to 0 hit points.

As a bonus action, you can mentally command any number of creatures you made with this expression. You decide what actions the creatures will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. once given an order, the creature continues to follow it until its task is complete.

A Small animated object has an AC of 16 and 25 hit points, 6 Strength, 14 Dexterity, and one attack with +6 to hit that deals 1d8 + 2 damage. A Medium animated object has an AC of 13 and 40 hit points, 10 Strength, 12 Dexterity, and one attack with +5 to hit that deals 2d6 + 1 damage. All animated creatures have 10 Constitution, Intelligence and Wisdom of 3, and 1 Charisma. Its speed is 30 feet and it gains a fly speed if it does not have feet. It has blindsight out to a radius of 30 feet and it blind beyond that distance.

Overchannel. For each additional psi point spent to manifest this expression, you can animate any combination of 2 more Small objects or 1 Medium object.

Astral Caravan

5-Cost Transposition

  • Manifestation Time: 1 hour
  • Range: Self
  • Display: Sound
  • Duration: Instantaneous

You lead a caravan of up to eight other creatures across the Astral Sea, leaving the Material Plane behind. Creatures with truesight or can see into the ethereal plane see each member of the caravan fly and can follow them, if they can cast an effect that teleports them across planes, such as astral passenger or plane shift.

You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire.

Astral Construct

1-cost Metacreativity

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: Visual, Material
  • Duration: Sustain, up to 1 hour

You pull fog from the Astral Sea and shape it into an animated construct. It materializes in an unoccupied space you designate within range. This form uses the Astral Construct stat block, using your proficiency bonus

in several places. The creature resembles opaque glass in the shape of an animal of your choice. The construct disappears when it drops to 0 hit points or when your conduit closes.

The construct is an ally to you and your companions. In combat, the construct shares your initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

Astral Passenger

1-cost Transposition

  • Manifestation Time: 1 reaction, which you take when you see an Astral Caravan or watch a creature teleport
  • Range: Self
  • Display: Sound
  • Duration: Instananeous

You follow the astral caravan or another teleportation effect you witness, appearing in the nearest unoccupied space to the teleporting creature(s).

Astral Seed

8-cost Metacreativity

  • Manifestation Time: 1 hour
  • Range: Touch
  • Display: Material
  • Duration: Instantaneous

This expression weaves astral fog together with a fraction of your personality to create an astral seed.

You can only have one astral seed in existence at one time. The seed is an inert, Small-sized object and has an AC of 10, object hardness of 10, 5 hit points, and vulnerability to thunder damage.

Once your body dies, your soul is transferred to your astral seed, if it is not destroyed and your soul is free and willing. Once inside, your soul is trapped for ten days as the seed manipulates the astral fog to creature a new body for you. If the seed is destroyed while your soul is inside, your soul is sent out as though you had died.


Astral Construct

Small construct, unaligned


  • Armor Class 13 + psi points spent
  • Hit Points 10 + five times the psi points spent
  • Speed 20 feet, fly 40 feet

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 6 (-2) 11 (+0) 5 (-3)

  • Damage Resistances poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
  • Senses Darkvision 60ft, passive Perception 10
  • Languages understand the languages you speak

Astral Nature. The construct can see into the ethereal plane and attack creatures that are currently on the ethereal plane as normal.

Flyby. The construct doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Telepathic Link. The construct can communicate with you telepathically. It communicates through simple concepts and emotions.

Actions

Slam. Melee Weapon Attack: +3 + PB to hit, 5ft range, one target. Hit: 5 (1d4 + 3) bludgeoning damage

At the end of the ten days inside the astral seed, it shatters and your new body has formed. You have four levels of exhaustion in this new body and none of the gear you died with.

Attraction

1-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: Visual
  • Duration: 1 hour

You fill the mind of a humanoid with your grace and power. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the expression ends or until you or your companions do anything harmful to it. The charmed creatures regards you or another creature as an object of desire.

Overchannel. For each additional psi point spent to

manifest this expression, target an additional creature within range.

Aversion

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: Visual
  • Duration: 1 minute

You plant a powerful aversion in the mind of the subject. They must make a Wisdom saving throw. On a failure, they become frightened of a creature, word, or action. They cannot willing say the word or perform the action of your choice for the spell's duration unless they absolutely must.

If they are frightened of a word or action, they are considered to have the source of their fear within their sight for one full round after hearing the word or seeing the action performed.

For example, if you make a creature afraid to swing their sword, they will not unless their life is in danger.

Overchannel. For each additional psi point spent to manifest this expression, target an additional creature within range.

Baleful Teleport

5-cost Transposition

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: Visual, Sound
  • Duration: Instantaneous

You use your teleportation abilities to disperse parts of the essence of a creature. They must make a Constitution saving throw. On a failure, they take 12d6 necrotic damage, or half as much on a success. Creatures that cannot be teleported, such as those under the effect of the dimensional anchor expression, cannot be targeted.

Overchannel. For each additional psi point spent on manifesting this expression, the damage increases by 1d6.

Bend Reality

9-cost Clairsentience

  • Manifestation Time: 1 action
  • Range: See text
  • Display: Visual
  • Duration: See text

By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this manifestation is to duplicate any other manifestation of 8-cost or lower. The expression simply takes effect, regardless of if you could otherwise manifest it.

Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single expression or other psionic effect for 8 hours. For instance, you could make yourself and all your companions immune to an aboleth’s enslave ability.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a bend reality expression could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your desire to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the desire, the greater the unforeseen consequences that follow. This expression might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. Similarly, wishing for a legendary magic item or artifact might instantly teleport you to the presence of the item’s current owner.

The stress of manifesting this expression to produce any effect other than duplicating another expression weakens you. After enduring that stress, each time you manifest an expression until you finish a long rest, you take 1d10 necrotic damage per psi point spent. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to manifest bend reality ever again if you suffer this stress.

Bestial Aspect

1-Cost Metacreativity

  • Manifestation Time: 1 bonus action
  • Range: Touch
  • Display: Visual, Material
  • Duration: Sustain

The touched creature feels filigree shaped from astral fog shape itself around them in the shape of their choice of terrifying fangs, monstrous claws, or body spikes. They gain a natural attack they are proficient with that deals 1d8 + their Strength modifier force damage.

If they take the attack action on their turn, they can perform this attack as a bonus action.

Bestow Power

2-Cost Telepathy

  • Manifestation Time: 1 bonus action
  • Range: Touch
  • Display: None
  • Duration: 1 minute

You grant a willing creature 2 psi points and the ability to manifest one 1-cost expression you know. If you start your turn more than 60 feet from the creature, they lose all psi points granted and forget the expression. As a bonus action on each of your turns, you can spend 2 psi points to grant the bestowed creature 2 more psi points.

Overchannel. For each additional psi point spent to manifest this expression, the number of psi points given to the creature increases by 1.

Brain Lock

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Visual, Material
  • Duration: Sustain

You attempt to rip away the higher mind of one humanoid in range. They make a Wisdom saving throw, becoming dazed on a failure. While dazed this way, they cannot cast spells or manifest psionic expressions, make Intelligence ability checks, climb, or fly. If the target cannot breathe underwater, they cannot swim either.

Overchannel. If 3 psi points are spent to manifest this expression, you can target a beast, fey, giant, or monstrosity. If 4 psi points are spent, you can target an aberration, celestial, dragon, elemental, or fiend.

Burst

1-Cost Psychosomatic

  • Manifestation Time: 1 bonus action
  • Range: Self
  • Display: Visual
  • Duration: 1 hour

Your speed is increased by 10 feet.

Overchannel. For each additional psi point spent on manifesting this expression, your speed increases by an extra 10 feet.

Catfall

1-Cost Psychosomatic

  • Manifestation Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
  • Range: 60 feet
  • Display: Visual
  • Duration: Sustain

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round while you sustain this expression. If the creature lands while you are sustaining this expression, it takes no falling damage and can land on its feet.

Chameleon

1-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: Sustain

Your flesh changes its colors and textures to match the area surrounding you. You gain a +10 bonus to Dexterity (Stealth) checks. Additionally, you cannot be detected by mundane means while you are not moving.

Claws of Energy

3-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: Touch
  • Display: Visual, Tactile
  • Duration: 1 hour

A nonmagical weapon you touch or natural weapon you possess becomes a magic weapon. Choose on of the following damage types: cold, fire, force, lightning, or psychic. While you sustain this expression, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

Overchannel. For each additional 2 psi points spent to manifest this expression, the bonus to attack rolls increases by +1 and the extra damage increases by 1d4.

Cloud Mind

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: Visual
  • Duration: Sustain

You ravage the creature's senses and force them to make a Wisdom saving throw.

On a failure, you become entirely invisible and inaudible to the creature. Your location cannot be discovered by any means, including blindsight or tremorsense. They become unaware of any action you take, unless you interact with the environment in an obvious way, such as opening a door for a creature they can see or moving a large object. If you do, they can repeat the saving throw.

This spell ends automatically if you attack the creature, force it to make a saving throw, or stop sustaining this expression.

Overchannel. For each additional psi point spent to manifest this expression, you can target an additional creature within range.

Compression/Expansion

2-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display Sound
  • Duration: 1 minute

You cause yourself to grow or shrink for as long as you sustain this expression.

Compression. Your size is halved in all dimensions and your weight is reduced to one-eighth of normal. This reduction decreases your size by one category- from Medium to Small, for example. You have disadvantage on Strength checks and saving throws. Your weapons also shrink to match your new size. While these weapons are shrunk, their damage die shrinks by one size, such as from a d10 to a d8 or a d4 to 1.

Expansion. Your size doubles in all dimensions and your weight is multiplied by eight. This growth increases your size by one category- from Medium to Large, for example. If there isn't enough room for you to double your size, you attain the maximum size possible in the space available. You have advantage on Strength checks and saving throws. Your weapons also grow to match your size. While these weapons are enlarged, they deal another die of their damage die size.

Overchannel. For each additional 2 psi points spent to manifest this expression, it compresses or expands you by an additional size category, doubling its effects.

Conceal Thoughts

1-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: None
  • Duration: Sustain

You have advantage on Charisma (Deception) checks and saving throws against effects that would affect or otherwise read your mind or intentions.

Concealing Amorpha

2-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Material
  • Duration: 1 minute

You pull forth a translucent membrane around your body, blurring your silhouette and partially obscuring yourself. For the duration, you are considered lightly obscured from creatures that rely on sight.

Concussion Blast

1-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Sound
  • Duration: Instantaneous

A creature within range is pummeled with 3d4 force damage. If you know the target is within range, this expression always hits.

Overchannel. For each additional psi point spent to manifest this expression, the damage increases by 1d4. For each additional 2 psi points spent to manifest this expression, it hits another target within 15 feet of the first target.

Correspond

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: Unlimited
  • Display: Tactile
  • Duration: Instantaneous

You send a telepathic message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if you allow it, and can answer in a like manner immediately.

You can send the message across and distance and even to other planes of existence.

Crisis of Breath

3-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: Sustain

You point at a beast or humanoid in range and attempt to turn off all of its survival instincts. It must make a Wisdom saving throw, fully emptying its lungs on a failure. As long as you sustain this expression, it cannot breathe automatically.

On the creature's turn, it must use its action to breathe. Each turn that it does not use its action to breathe, it must make a Constitution saving throw or immediately fall unconscious. If the creature has gone two or more consecutive turns without using its action to breathe, it makes the save with disadvantage.

A creature can survive without using its action to breathe for a number of turns equal to their Constitution modifier (minimum 1). After this, they drop to 0 hit points as is normal for suffocation. Creatures that do not need to breathe are immune to this expression.

Overchannel. If an additional psi point is spent to manifest this expression, it can target a fey, giant, or monstrosity instead.

Crisis of Life

7-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Visual, Sound
  • Duration: Instantaneous

You attempt to stop a humanoid's heart beat with only your mind. They immediately make a Constitution saving throw if they have 80 or less hit points. On a failure, the target is immediately killed. If they succeed on the saving throw or have 81 or more hit points, they instead take 10d8 necrotic damage.

A creature that does not have a heart is immune to this expression.

Danger Sense

2-Cost Clairsentience

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 1 hour

You sharpen your mind and get on the lookout for threats. You have advantage on saving throws against effects you can see, such as traps and spells. Additionally, you cannot be surprised.

Death Urge

4-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: 1 round

You reach into the mind of a humanoid and make the call of the void grow from a whisper to a deafening cacophony.

The target makes a Wisdom saving throw. On a failure, its next turn must be spent trying to deal as much damage to itself as possible. This might include running off a ledge, throwing itself into a fire, or attacking itself if it is armed. If it does attack itself, it automatically hits and is a critical hit. The target takes no action on its turn that does not bring harm to itself.

Overchannel. For each additional psi point spent to manifest this expression, you can target an additional humanoid within range.

Decelerate

1-Cost Transposition

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Visual, Sound
  • Duration: Sustain

You warp space around a Medium or smaller creature, making it move slower. The creature's speeds are halved and all attempts to move the creature by any effect move the creature half as far. This penalty does not affect teleportation.

Overchannel. For each additional psi point spent to manifest this expression, this expression can affect a target one size category larger.

Deja Vu

1-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: 1 round

Your mental impulse forces the targeted creature to make a Wisdom saving throw. On a failure, it must repeat the actions it took on its previous turn. If it can't, (for example, if its foe is dead or it is out of psi points), it stands still and takes no actions on its turn.

Demoralize

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Smell
  • Duration: 1 minute

Choose a point within range. Each creature of your choice within a 30-feet radius of the chosen point must make a Wisdom saving throw. On a failure, they have disadvantage on attacks for the duration.

Overchannel. For each additional psi point spent to manifest this expression, its radius increases by 5 feet.

Dimensional Anchor

3-Cost Transposition

  • Manifestation Time: 1 action
  • Range: Touch
  • Display: Sound
  • Duration: 1 hour

A creature you touch becomes rooted to its current plane. It cannot be teleported or leave its current plane for the duration. If the target is not willing, it can attempt a Charisma saving throw to resist.

Overchannel. If 4 psi points are spent to manifest this expression, its duration increases to 8 hours. If 5 psi points are spent to manifest this expression, its duration increases to 24 hours. If 6 psi points are spent to manifest this expression, its duration increases to 7 days.

Disable

1-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 90 feet
  • Display: Smell
  • Duration: 1 minute

You send a mental pulse to all creatures in an area that convinces them they are disabled. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this expression falls prone and believes they are somehow incapacitated for the duration. If they take damage or someone uses their action to make a Charisma (Persuasion) check against your expression save DC to convince the creature they aren't actually incapacitated, the effect ends early. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Creatures immune to being charmed aren't affected by this spell.

Overchannel. For each addition psi point spent to manifest this expression, roll an additional 2d8.

Dismiss

4-Cost Transposition

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Sound
  • Duration: Sustain, up to 1 minute

You deny a creature's right to existence on your plane. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're currently on, it is teleported to a harmless demiplane. While there, the target is incapacitated. The target remains there until you stop sustaining this expression, at which point, it reappears in the space it left or in the nearest unoccupied space.

If the target is native to a different plane of existence than the one you're on, the target is teleported to its home plane. If you stop sustaining the expression before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space. Otherwise, it doesn't return.

Dissipate

3-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Visual
  • Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any 3-cost or less psionic expression on the target ends. For each expression of 4-cost or higher on the

target, make an ability check using your manifestation ability. The DC equals 10 + the expression's cost. On a successful check, the expression ends. Additionally, objects made of astral fog are dispersed.

Overchannel. For each additional psi point spent to manifest this expression, you automatically end the effects of an expression on the target if the expression's cost is equal to or less than the cost of this expression.

Dissipating Touch

1-Cost Transposition

  • Manifestation Time: 1 action
  • Range: Touch
  • Display: Sound
  • Duration: Instantaneous

Your mere touch can disperse the surface material of your target, sending a tiny portion of it far away. Make a melee expression attack against a creature or object. On a hit, it takes 2d6 necrotic damage.

Overchannel. For each additional psi point spent to manifest this expression, the damage increases by 1d6.

Distract

1-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Sound
  • Duration: 1 minute

You create an auditory illusion of a sound you've heard before, such as shattering glass, a march of many boots, or a voice, that can be heard from up to 600 feet away. If a creature suspects that the sound is an illusion, it can make an Intelligence saving throw as an action to deduce the true nature of the noise.

Diversion

4-Cost Transposition

  • Manifestation Time: 1 reaction, which you take when you see a creature teleport
  • Range: 60 feet
  • Display: Sound
  • Duration: Instantaneous

Force the teleporting creature to make a Charisma saving throw. On a failure, you choose a new destination for its teleportation. It must be a valid destination as specified by the effect that allows the creature to teleport. Any creatures and objects teleporting with the creature also appear at the new destination as normal.

Dream Travel

6-Cost Transposition

  • Manifestation Time: 1 minute
  • Range: 10 feet
  • Display: Sound
  • Duration: 8 hours

You and up to eight other willing creatures of your choice are physically sent into the plane of dreams at the edge of conscious thoughts, leaving nothing behind.

In the plane of dreams, you move through an abstract landscape of thoughts, desires, phantoms, and fears affected by every mind asleep. For every cumulative hour spent in the plane of dreams, you can "awaken" up to 10 miles away in the waking world by ending this expression early. If you are in the plane of dreams for the entire duration, you can instead awaken in a different plane of existence.

If a creature taken into the plane of dreams this way separates you and gets lost, it has a cumulative one percent chance every minute of awakening at a random location up to 1,000 miles away from where this expression was manifested.

If used on planes other than the Material Plane, you move through the potentially dangerous dreams of its denizens.

Elfsight

2-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Touch
  • Display: Visual
  • Duration: 8 hours

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision to a range of 60 feet.

Empathic Feedback

3-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Smell
  • Duration: 10 minutes

You empathically share your pain and suffering with your attacker. Whenever a creature within 5 feet of you deals damage to you, it takes damage equal to the damage it dealt to you or 6 points, whichever is less. This damage cannot be reduced.

Overchannel. The maximum damage dealt by this expression increases to twice the number of psi points spent to manifest it.

Empathy

1-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: None
  • Duration: Sustain

You detect the surface emotions of any creature you can see in range that is not behind total cover. You know its basic needs and drives, such as friendliness or fear, thirst or lack of sleep. You gain advantage on all Charisma skill checks made with these creatures.

If a creature is somehow blocking its mind from being read, you gain no benefit from this expression with that creature.

Energy Missile

1-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Visual, Sound
  • Duration: Instantaneous

You throw a spear of mental energy at a creature or object within range. Make a ranged expression attack against that target. On a hit, you deal 3d6 psychic damage.

Overchannel. For each additional psi point spent to manifest this expression, the damage increases by 1d6.

Equilibrium

2-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 10 minutes

You adjust your body's buoyancy to allow you to traverse any surface. You do not sink in water or other surfaces, such as quicksand, cannot slip on surfaces like oil or ice, and do not suffer movement penalties from nonmagical terrain or other features.

Ethereal Dive

6-Cost Transposition

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Sound
  • Duration: 8 hours

You teleport into the Ethereal Plane, diving into the Astral Sea. You remain in the Border Ethereal for the duration or until you use your action to end this expression. During this time, you can swim in any direction, though moving up or down costs an extra foot of movement for every foot you move. You can see and hear the plane you originated from, but everything there is partially transparent and less distinct, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability has given them the ability to do so.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When this expression ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This expression has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

Evasive Mind

3-Cost Clairsentience

  • Manifestation Time: 1 action
  • Range: Self
  • Display: None
  • Duration: 1 hour

You and all objects you carry become difficult to detect by magic or psionics. If a spell or expression attempts to locate you, read your mind, or view you from a remote sensor, they must make a spellcasting or manifesting ability check against your expression save DC or automatically fail.

Exposing Grasp

2-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Visual, Sound
  • Duration: 1 minute

You target one creature you can see within range and yank them from behind their cover. The target must make a Strength saving throw. On a failure, they are levitated up to ten feet in the air and left or right (your choice).

At the end of each of their turns, the creature can attempt the saving throw again at the end of each of their turns to end this expression early. Otherwise, they simply fall prone at the end of the expression's duration

Overchannel. For each additional psi point spent to manifest this expression, you can target an additional creature within 15 feet of the first.

Extrasensory Perception

2-Cost Clairsentience

  • Manifestation Time: 10 minutes
  • Range: 1 mile
  • Display: Material
  • Duration: Sustain

You create an invisible sensor within range in a location familiar to you or in an obvious location that is unfamiliar to you. The sensor remains in place while you sustain this expression and can't be attacked or otherwise interacted with.

When you manifest this expression, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from third eye or truesight) sees a luminous, intangible orb about the size of your fist.

False Sensory Input

3-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 300 feet
  • Display: None
  • Duration: Sustain

You have a limited ability to falsify one of a humanoid's

senses. The target makes an Intelligence saving throw. On a failure, you replace one sensation the target is feeling with any other sensation.

You can't create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf or one human look like another specific human, a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on.

You can switch between senses at the start of each round. You can't alter the size of an object by more than 50% by using this expression. Thus, you can't make a castle look like a hovel, but you could make it look like a different castle, or a hill of the same size. If this power is used to distract an enemy psion who is attempting to use his powers, the enemy must make a Concentration check to sustain their expression.

Because you override a victim's senses, you can fool a victim who has truesight or some other method of gathering information, assuming you know that the victim is using such an effect and you can maintain concentration.

Overchannel. If 4 psi points are spent to manifest this expression, it can target a beast, fey, giant, or monstrosity. If 5 psi points are spent, you can target an aberration, celestial, dragon, elemental, or fiend.

Fate Switch

1-Cost Clairsentience

  • Manifestation Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
  • Range: 60 feet
  • Display: Sound
  • Duration: Instantaneous

With your limited ability to affect the stream of time, you pull the strands of fortune away from an enemy. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature to grasp the strands instead, gaining advantage on the next attack roll, ability check, or saving throw it makes within 1 minute.

Figment of Imagination

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Smell
  • Duration: 1 minute

You insert a false figment into the mind of a creature you can see within range. The target must make an Intelligence saving throw. On a failed save, you create an imaginary object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. Creatures with an intelligence score of 3 or less are immune to this expression.

The figment includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the figment with an Intelligence (Investigation) check against your expression save DC. If the check succeeds, it realizes the phenomenon exists only in its mind and the expression ends.

While a target is affected by this expression, the target treats the figment as if it were real. The target rationalizes any illogical outcomes from interacting with the figment. For example, a target attempting to walk across an imaginary bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the figment's reality that it can even take damage from it. A figment created to appear as a creature can attack the target. Similarly, a figment created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the figment can deal 1d6 psychic damage to the target if it is in the figment's area or within 5 feet of the figment, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the figment.

Focus Ball

3-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 150 feet
  • Display: Visual, Sound
  • Duration: Instantaneous

You launch a bead of energy from your body to a point you choose within range before it explodes in a loud show of force. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. This explosion can be heard 600 feet away.

Overchannel. For each additional psi point spent to manifest this expression, the damage increases by 1d6.

Focus Burst

2-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: Self (20-foot sphere)
  • Display: Visual
  • Duration: Instantaneous

You explode a 20-foot-radius sphere of power around you, forcing all creatures of your choice in the area to make an Intelligence saving throw or take 4d6 psychic damage on a failure, half on a success.

Fog Crystals

4-Cost Metacreativity

  • Manifestation Time: 10 minutes
  • Range: 120 feet
  • Display: Material
  • Duration: Instantaneous

You crystallize astral fog to resemble raw materials. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes). It is immune to all damage but can be dispersed by dissipate or disintegrate.

Fog Form

3-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: Touch
  • Display: Visual, Smell
  • Duration: Sustain

You transform a willing creature you touch, along with everything it's wearing and carrying, into astral fog for the duration. This expression ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target has resistance to mundane damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of astral fog, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Fog Wave

5-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: 400 feet
  • Display: Sound, Smell, Material
  • Duration: 1 minute

You summon a malevolent cloud of astral fog with a width of 10 feet and a length of 100 feet in a space you choose within range and choose a direction. At the start of each of your turns, the cloud moves 10 feet in the direction you chose.

When the cloud full surrounds an object or creature, it treats space 5 feet away as heavily obscured and is completely blind beyond that radius. When a creature enters the wave or starts their turn inside it, they automatically take 10 force damage. Creatures within the wave must make a Charisma saving throw against your expression save DC to cast a spell or manifest an expression.

It lasts for the duration, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Force Screen

1-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Sound
  • Duration: 8 hours

You create an invisible but humming screen of energy in front of you, subtly following you around for the duration. Your base AC becomes 13 + your manifesting ability modifier. This expression ends early if you don armor or dismiss it as an action.

Frighten

3-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: Self (30-foot-cone)
  • Display: Visual
  • Duration: 1 minute

You create the worst fear in each mind in a 30-foot cone. Each of those creatures must succeed on a Wisdom saving throw or become frightened for the duration and unable to take reactions until the start of their next turn.

While frightened by this expression, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can attempt another Wisdom saving throw to end this effect early.

Gaslight

4-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: Smell
  • Duration: Sustain, up to 1 minute

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another expression, this expression ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the gaslit memories to take root. Its mind fills in any gaps in the details of your description. If the expression ends before you have finished describing the gaslit memories, the creature's memory isn't altered. Otherwise, the gaslit memories take hold when the expression ends.

A gaslit memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs.

An illogical gaslit memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a gaslit memory too nonsensical to affect a creature in a significant manner.

Genesis

6-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Sound
  • Duration: 24 hours

You clear an area of astral fog and create a portal on a flat, solid surface that you can see within range. The portal is large enough to allow Medium creatures to pass through unhindered. The portal leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of crystallized astral fog. When this expression ends, the portal closes and any creatures or objects inside the demiplane are scattered across the Ethereal Plane, as the fog refills the place.

Manifesting this spell on the same spot every day for a year makes this effect permanent.

Hail of Shards

1-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: Self (15-foot cone)
  • Display: Visual, Material
  • Duration: Instantaneous

Astral fog materializes into crystals that shoot out from you in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 slashing damage on a failed save, or half as much damage on a successful one.

Overchannel. For each additional psi point spent to manifest this expression, the damage increases by 1d6.

Hustle

1-Cost Psychosomatic

  • Manifestation Time: 1 bonus action
  • Range: Self
  • Display: None
  • Duration: Sustain

As part of manifesting this expression and as a bonus action on each of your turns while you sustain this, you can take the Dash action.

Hydrokinesis

4-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 300 feet
  • Display: None
  • Duration: 10 minute

You control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you manifest this expression. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the expression ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

*Part Water. You cause water in the area to move apart and create a trench. The trench extends across the expression’s area, and the separated water forms a wall to either side. The trench remains until the expression ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the expression’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the expression ends or you choose a different effect.

Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your expression save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the expression ends. On a successful save, the creature takes half damage and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Implosion

3-Cost Transposition

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Visual, Sound
  • Duration: Sustain

You target a point within range and create a portal to nothing, sucking in everything within range. Each creature within a 30-foot radius sphere must make a Strength

saving throw. They take 6d6 force damage on a failure, or half as much on a success. All Medium and smaller creatures that fail this saving throw and those who succeed but cannot grab onto a structural support or suitably heavy object are pulled into the center of the implosion.

All creatures pulled into the portal take an additional 1d6 bludgeoning damage for each other creature pulled into the center. This expression also pulls all objects that weigh less than 500 pounds to the center, creating half cover and blocking most lines of sight.

As a bonus action on each of your turns, you can create another pulse of the implosion, pushing all creatures and objects away before pulling them back to the center again.

Overchannel. For each additional psi point spent to manifest this expression, the radius of effect increases by 5 feet.

Inertial Load

2-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: Sustain

You cannot be moved against your will. A creature attempting to grapple or push you against your will must make a Strength (Athletics) check against your manifestation DC with disadvantage to move you.

Inflict Agony

1-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: Smell
  • Duration: Sustain

You wrack a creature's mind with feelings of pain. The target must make a Wisdom saving throw. On a failure, they take 2d8 psychic damage and suffer the effects of the poisoned condition for the duration. A creature immune to the poisoned condition is not immune to this effect but a creature resistant or immune to psychic damage is.

Overchannel. For each additional psi point spent to manifest this power, you can target an additional creature within 15 feet of the first.

Insanity

4-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 90 feet
  • Display: Smell
  • Duration: Sustain

You make a creature unable to control themselves as madness takes hold. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw. On a failure, they become confused.

While confused this way, they can't take reactions and

d10 Behavior
1 The creature uses all of its movement and dashes in a random direction.
2-6 The creature doesn't move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

must roll a d10 at the start of each of its turns to determine its behavior for that turn. At the end of its turns, an affected creature can make a Wisdom saving throw. If it succeeds, this effect ends for that creature.

Overchannel. For each additional psi point spent to manifest this expression, the radius of the sphere increases by 5 feet.

Intrusive Thought

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 20 feet
  • Display: Sound
  • Duration: Sustain, up to 8 hours

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The intrusive thought must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, this expression ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the expression expires, the activity isn't performed.

If you or any of your companions damage the target, the expression ends.

Iron Will

3-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 1 hour

You have resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.

Leap of Faith

2-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: None
  • Duration: 1 hour

Choose two spaces within range. They must have clear path to each other, with no objects or creatures in between them. You create an invisible platform between them, up to 100 feet long and 10 feet wide, made of astral fog. This platform looks like milky clouds if viewed by a confused creature or a creature with the see invisibility spell or third eye expression on them.

Levitation

2-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Sound
  • Duration: 10 minutes

You gain a fly speed of 30 feet and can hover in place. When the duration ends, you fall if you are still aloft, unless you can stop the fall.

Location Fluctuation

2-Cost Transposition

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Sound
  • Duration: Instantaneous

You and a willing ally within range teleport and exchange places. Both creatures cannot be carrying objects that weigh more than their carrying capacity.

Lock Finesse

2-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Sound
  • Duration: Instantaneous

Choose an object you can see within range. The object can be a door, box, chest, set of manacles, padlock, or other object that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

When you manifest this expression, a loud knock, audible from up to 300 feet away, emanates from the target object.

Matter Agitation

2-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Visual, Sound
  • Duration: Sustain

Choose an object within range, such as metal armor, a log of wood, or a stone surface. You cause the object to heat up, igniting or turning red-hot, based on the material. Any creature in physical contact with the object takes 2d8 fire damage when you manifest this expression. As long as you sustain this, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the metallic or stone object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

If it is an object is made of a flammable material, it ignites instead.

Mental Barrier

1-Cost Telekinesis

  • Manifestation Time: 1 reaction, which you take when you are hit by an attack or targeted by magic missile or psychic dart
  • Range: Self
  • Display: Visual, Sound
  • Duration: 1 round

Your psionic fortitude refuses to allow you to come to harm. Until the start of your next turn, you have a +5 bonus to your AC, including against the triggering attack, and you take no damage from magic missile or concussive blast.

Mental Disruption

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: Self (10-foot-radius sphere)
  • Display: Sound
  • Duration: Instantaneous

You generate a mental wave of confusion that instantly sweeps out from your location. All creatures of your choice within a 10-foot-radius sphere centered on you must make a Wisdom saving throw or become stunned until the end of your next turn.

Mind Probe

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: Sustain

For the durations, you can read the thoughts of certain creatures. When you manifest this expression and as your action on each turn while you sustain this expression, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or less, the creature is unaffected.

You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action,

you can either shift your attention to another creature's thoughts or attempt to prove deeper into that same creature's mind. If you prove deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning, emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, this expression ends on this creature. Either way, the target knows you are probing into its mind, and, unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check: if it succeeds, this expression ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can't see. When you manifest this expression or as your action during the duration, you can search for thoughts within 30 feet of you. You can't detect a creature with an Intelligence of 3 or less.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

Mind Trap

2-Cost Telepathy

  • Manifestation Time: 1 reaction, which you take when you detect a creature reading your mind or using a telepathy expression on you
  • Range: Self
  • Display: Sound
  • Duration: Instantaneous

You trap your mind against psionic intruders. If a creature reads your thoughts or connects with your mind via telepathy or a similar effect, you immediately punish them for their efforts. The target takes 2d10 psychic damage and makes an Intelligence saving throw, becoming stunned until the start of its next turn on a failure.

My Light

1-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self (20-foot-cone)
  • Display: Visual
  • Duration: 10 minutes

Your eyes emit a cone of light that creates 20-feet of bright light in front of you. If you walk into an area of magical darkness, this effect is suppressed for as long as you are in that area.

If you are also under the effects of Elfsight, this expression instead creates a 40-foot cone: 20-feet of bright light with 20-feet of dim light beyond that.

Oak Body

2-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual, Smell
  • Duration: 1 hour

Your psionic energy hardens your skin to make you as mighty as an oak tree. Your AC can't be less than 16, regardless of any armor, spell, or expression currently affecting you.

Pan the River

4-Cost Clairsentience

  • Manifestation Time: 10 minutes
  • Range: Self
  • Display: Visual, Sound, Smell
  • Duration: Instantaneous

Your psionic energy breaches through the possible rivers of time to view a potential future. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short vision, a vague account, or an omen.

This expression doesn't take into account any possible circumstances that might change the outcome, such as the loss or gain of a companion.

If you manifest this expression two or more times before finishing your next long rest, there is a cumulative 25 perfect chance for each manifestation after the first that you get a wrong but nearly correct reading. The DM makes this roll in secret.

Panicked Rebuke

1-Cost Telepathy

  • Manifestation Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
  • Range: 60 feet
  • Display: Visual
  • Duration: Instantaneous

You flinch in panic and your psionic energy assaults the target. The target must make an Intelligence saving throw. On a failure, they are stunned until the end of their next turn.

Perfect Mind

7-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Smell
  • Duration: 24 hours

Your mind is impenetrable and perfected. For the duration, you are immune to psychic damage, cannot have your thoughts or emotions read, be viewed remotely, or become charmed or frightened. Even bend reality fails to scry upon you or learn information about you.

Precognition

9-Cost Clairsentience

  • Manifestation Time: 1 minute
  • Range: Self
  • Display: Visual
  • Duration: 8 hours

You delve deep into the river of time and examine all possible futures. For the duration, you can't be surprised and have advantage on all attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you for the duration.

Prowess

2-Cost Clairsentience

  • Manifestation Time: 1 reaction, which you take when a creature would hit you with a reaction attack roll
  • Range: Self
  • Display: None
  • Duration: Instantaneous

You immediately make an attack against the creature that would hit you with an opportunity attack. If yours hits, then theirs misses.

Psionic Block

2-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: Touch
  • Display: Visual, Material
  • Duration: Instantaneous

You touch a closed door, window, gate, chest, or other entryway, and astral fog appears to crystallize around it and bar it shut.

The crystals soften to allow you and creatures you designate to open the object normally. Otherwise, the object is held shut until the crystals are broken with a DC 20 Strength (Athletics) check or dissipate. Once broken, the astral fog returns to the Ethereal Plane and leave behind any mundane lock or barrier underneath them.

Psionic Static Field

8-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: Self (20-foot-radius sphere)
  • Display: Visual, Sound, Tactile
  • Duration: Sustain

A 20-foot-radius crackling sphere of psionic static surrounds you. Within the sphere, expressions can't be manifested and items and creatures made of astral fog disappear. While you sustain this expression, the sphere moves with you, centered on you.

Expressions and other psionic effects are suppressed in the sphere and can't protrude into it. Psi points spent to cast a suppressed expression are still consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.

  • Targeted Effects. Expressions and other psionic effects, such as attraction and baleful teleport, that target a creature or an object in the sphere have no effect on that target.
  • Areas of Psionics. The area of another expression or psionic effect, such as affinity field, can't extend into the sphere. If the sphere overlaps an area of psionics, the part of the area that is covered by the sphere is suppressed. For example, the membrane created by a wall of astral fog are suppressed within the sphere, creating a gap in the enclosure wall if the overlap is large enough.
  • Expressions. Any active expression or other psionic effect on a creature or an object in the sphere is suppressed while the creature or object is in it.
  • Transposition. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such psionic travel.
  • Creatures and Objects. A creature or object summoned or created by psionics temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.
  • Dispel Psionics Expressions and psionic effects such as dispel psionics have no effect on the sphere. Likewise, the spheres created by different psionic static field don't nullify each other.

Psychic Bolts

1-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Material
  • Duration: 10 minutes

You pull astral fog onto the Material Plane and shape it to fill your weapon. You can make ranged attacks with a ranged weapon with the ammunition property without needing to load or reload them for the duration. These attacks deal force damage instead of their usual damage type.

Puppeteer

4-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Visual
  • Duration: Sustain

You force your telepathic strings into the mind of a

target beast, humanoid, or monstrosity. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything you don't allow it to do. During this time, you can also causes the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

Pyrokinesis

1-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: None
  • Duration: 1 minute

You choose a nonmagical flame or a magical flame you control within range and that fits within a 10-foot cube. As you manifest this expression and as a bonus action on each of your turns, you affect it in one of the following ways:

  • You instantaneously expand the flame up to 10 feet in one direction. The fire in this new area burns out at the start of your next turn unless there is fuel present. Creatures in this area take damage as though they started their turn in this area.
  • You instantaneously extinguish the flames in the cube.
  • You double or halve the area of bright and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes- such as the vague form of a creature, object, or location- to appear within the flames and animate as you like. The shapes last for 1 hour.

Creatures that move into or start their turn inside a fire you control take 1d6 fire damage.

Quick Jaunt

3-Cost Transposition

  • Manifestation Time: 1 action
  • Range: 500 feet
  • Display: Sound
  • Duration: Instantaneous

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet".

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you manifest this expression.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and you are shunted to the nearest unoccupied space.

Remove From the River

7-Cost Clairsentience

  • Manifestation Time: 1 action
  • Range: Touch
  • Display: Visual, Material
  • Duration: See text

You remove a willing creature or object from the river of time. It becomes invisible and can't be targeted by divination or clairsentience, viewed remotely, or learned about through spells or expressions.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition to returned to the river of time. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens". This expressions also ends if the target takes any damage.

Sensitivity to Psychic Impressions

2-Cost Clairsentience

  • Manifestation Time: 1 hour
  • Range: 30 feet
  • Display: Visual
  • Duration: Sustain

You gain historical visions of your current location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. This impressions offer you a picture of the location's past.

The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifest to detect.

The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you sustain this expression, if any such events exist to be sensed. Your

sensitivity extends into the past a maximum of 500 years.

For example, you could manifest this expression in the nave of a shattered chapel. The vision you gain is of a mob of terrified parishioners fleeing the chapel through front and side doors, and even through windows. Meanwhile, a demonic presence bursts through the floor of the nave and systematically begins to desecrate the former holy site. The primary emotion you perceive is terror.

Shatter Perfect Mind

5-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 30 feet
  • Display: Smell
  • Duration: Instantaneous

You force a target protected by a mind blank spell or perfect mind expression to make an Intelligence saving throw. On a failure, either of those effects immediately ends on the target and they are stunned until the start of your next turn.

Spine Chill

1-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: Tactile
  • Duration: Instantaneous

You make the temperature drop in a 20-foot radius around a point you choose within range. Each creature in this area must make a Wisdom saving throw. On a failure, they take 2d8 necrotic damage and can't regain hit points for 1 minute. For that minute, they have disadvantage on saving throws against becoming frightened.

Each creature affected by this ability can repeat the saving throw at the end of each of their turns to end this expression on them early.

Startle

1-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: 60 feet
  • *Display: Visual
  • Duration: 1 minute

You scare one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened until this expression ends. The target can repeat the saving throw at the end of its turns, ending the effect on itself on a success.

Steadfast Perception

4-Cost Clairsentience

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: Sustain

You cannot be distracted or misled, making you immune to effects such as mislead or false sensory input. Additionally, you have advantage on Wisdom (Perception) checks and your passive Perception increases by 5 for the duration.

Steel Betrayal

1-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 30 feet

  • Display: Visual
  • Duration: 1 minute

You take control of a weapon you can see and make it attack its owner. One target weapon you can see within range becomes animated by your psionics and attacks a creature within its reach, including anyone within its space. If it is being wielded by a creature, they can attempt to make a Strength saving throw to keep the weapon still. If they are surprised or unaware of your presence, they make the saving throw with disadvantage.

Make an attack roll with each weapon animated by this expression, using your Intelligence modifier for the attack and damage roll. If you are not proficient with that weapon, you do not add your proficiency bonus to the attack roll. After this expression ends, if the weapon is not being held by a creature, it immediately clatters to the ground.

Overchannel. For each additional psi point spent to manifest this expression, target an additional weapon within 15 feet of the first.

Stomp

1-Cost Telekinesis

  • Manifestation Time: 1 action

  • Range: Self (20-foot cone)

  • Display: Visual, Sound

  • Duration: Instantaneous

You stomp your foot and force each creature of your choice in a 20-foot cone originating from you that is touching the ground to make a Strength saving throw. On a failure, they take 2d6 bludgeoning damage and are knocked prone.

Overchannel. For each additional psi point spent to manifest this power, the range of the cone increases by 5 feet.

Sustenance

1-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: None
  • Duration: Instantaneous

You can go without food and water for one day.

Telekinetic Pulse

1-Cost Telekinetic

  • Manifestation Time: 1 action
  • Range: 60 feet
  • Display: None
  • Duration: 10 minutes

You can use your item interactions on objects you can see within range without needing a free hand as long as the object weighs less than 25 pounds. You can't manipulate weapons with the heavy or two-handed property this way, but can take objects up to 30 feet to you. You cannot attack with this expression.

Third Eye

1-Cost Clairsentience

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual, Smell
  • Duration: 1 minute

For the duration, you are automatically aware of each creature within 60 feet that has the ability to manifest psionic expressions or is currently affected by a psionic expression, as well as each object that has been touched by a psionic expression in the last 24 hours or is made of astral fog. Additionally, you can see invisible creatures, into the ethereal plane, and remote viewing sensors, such as those created by the scrying spell or psionic clairvoyance expression.

Tongue of Mind

2-Cost Telepathy

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Sound
  • Duration: 1 hour

You understand any spoken language you hear and any creature that knows at least one language understands everything you say.

This expression does not affect the speech or hearing of creatures immune to mind-affecting powers.

Tornado Blast

9-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: 400 feet
  • Display: Visual, Sound
  • Duration: Instantaneous

You force the air around your arms to turn into a whipping, unending cyclone pointing at a point you can see within range. Each creature within 40-feet of that point must make a Dexterity saving throw or take 17d6 damage and be forcefully moved 1d4 x 10 feet in a random direction, or half as much damage and only 5 feet on a failed save.

If this causes them to be moved into a wall or other barrier that cannot be moved, they take additional bludgeoning damage equal to 1d6 times each 10 foot increment the creature could not move. This throws and destroys most objects that are not restrained.

Touchsight

3-Cost Telekinesis

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: Sustain

You generate a subtle telekinetic field with your mind, giving you 60 feet of blindsight for the duration.

Trace

2-Cost Clairsentience

  • Manifestation Time: 1 action
  • Range: Self (30 feet)
  • Display: Sound
  • Duration: Instantaneous

You immediately become aware of any creature that was within 30 feet of your current location within the last 10 minutes. You additionally learn of any teleportation into or out of the area and where they teleported to or from.

If you do not know the identity of a creature that was in the area of this spell in the last minute, this does not expose it to you. You only learn their creature type and race.

Unhindered Egress

3-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual, Smell
  • Duration: 1 hour

For the duration, you make yourself unaffected by difficult terrain and cannot become paralyzed or restrained. Additionally, you can spend 5 feet of movement to automatically escape from mundane restrains, including a creature grappling you. Finally, being underwater imposes no penalties on your movement or attacks.

Vanish

2-Cost Psychosomatic

  • Manifestation Time: 1 action
  • Range: Self
  • Display: None
  • Duration: 1 hour

You become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. This expression ends early if you attack.

Overchannel. For each additional psi point spent to manifest this expression, you can target an additional creature that you can touch.

Wall of Astral Fog

5-Cost Metacreativity

  • Manifestation Time: 1 action
  • Range: 120 feet
  • Display: Visual, Material
  • Duration: Sustain

Astral fog crystallizes into a wall at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. If can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts as long as you sustain this expression. If the wall cuts through a creature's space when it crystallizes, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage. A dissipate expression destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Wall Walker

2-Cost Transposition

  • Manifestation Time: 1 action
  • Range: Self
  • Display: Visual
  • Duration: 10 minutes

You can traverse vertical surfaces and on ceilings. Because of the need to keep at least one foot in contact with the wall or ceiling at all times, you cannot jump or Dash, and you treat walls and ceilings as difficult terrain.

Chapter 5: Playing With Psionics

Skills

The following skill has been added to the game:

Psionics

Your Intelligence (Psionics) check measures your ability to understand and recall lore about psionic expressions, psionic items, eldritch symbols (moved from Arcana), and the interactions between the mind and the world around it.

Psionics vs Magic

For most effects that specifically name magic or magical effects, also treat psionics as magic for those purposes, such as overcoming damage resistances.

"Nonmagical"

Most effects that mention the word "nonmagical", such as damage resistance to nonmagical bludgeoning, piercing, and slashing damage, should be changed to say "mundane". Something is mundane if it is neither magical nor psionic in nature.

Additional Effects

A magical or psionic effect is equally effective against their magical or psionic equivalent, such as the shield spell blocking concussive blast because its psionic equivalent, mental barrier does.

In most cases, this equivalence should be obvious, though your DM may rule that psionics and magic are so different that they do not interact with each other at all.

Countering Psionics

Due to how they are only emitted power from the mind and not manipulated power from the Weave, there's very few ways to counter psionics, unless you can detect a display of an expression and manifest Dissipate on it. Because of this, you could more reliably hope to use an expression against an expression of the same order, such as using a telekinetic expression to pull back a weapon controlled by Steel Betrayal.

The most effective counter to psionics is a Psionic Static Field, however they are not always accessible to all psions or, thankfully, their foes.

Detecting Psionics

While you are within an area of effect of a psionic expression with a sensory display but not actively affected by it or are within 10 feet of an object or creature affected by a psionic expression, you can attempt a DC 15 Wisdom (Perception) check to detect the expression.

If the expression has a visual, smell, or sound display, you can modify this skill check using any feature you have that affects that kind of Wisdom (Perception) check, such as keen hearing or smell. Depending on the psion, these could manifest as the smell of flowers or an outhouse, the sound of metal colliding with metal or a horse's neighing, or the sight of a lingering green fog or a radiant sunshine.

A tactile display can only be detected by touching the affected creature or object or by being within an expression's area of effect. These are often the feeling of dozens of pinpricks, but the feeling of burning, itches, or a tickle are also noted. Because these often also manifest when touching a material display, you are always aware something is happening when you touch a psionic expression's material display or feel a tactile display.

Appendices

Appendix A: Conditions

Although they are mentioned here, potentially for the first time for new readers, two conditions have repeated themselves through my personal homebrew and are shared here for you consumption and use.

Bloodied

Your current hit points are less than or equal to your hit point maximum, rounded up.

Confused

Although created by a variety of effects, most notably the Confusion spell, Insanity expression, and certain aberration effects such as a gibbering mouther's Gibbering ability, the confused condition has various limits to the character's behavior based upon its source, and the following benefits.

  • A confused creature can physically see psionic powers.
  • Confused creatures have advantage on Wisdom (Perception) checks made to see ethereal creatures.

Staggered

You've taken a blow that has rendered you unsteady

  • Your speeds are reduced by half, rounded down to the nearest multiple of 5.
  • You have disadvantage on weapon attacks and Strength- and Dexterity-based skill checks
  • You must succeed a DC 10 Constitution saving throw to cast a spell.

Appendix B: Psionic Creatures

Although originally printed as magical creatures, the following creatures are truly psionic in nature. Their expression lists are provided where necessary and are listed by their book of printing.

Monster Manual

Aboleth

An Aboleth's Probing Telepathy ability, Enslave action, and Psychic Drain legendary actions are all psionic in nature. It instead manifests figment of imagination instead of casting phantasmal force. Its other lair actions and regional effects are also all psionic.

Animated Objects

Because psionics can animate objects as easily as magic can, some objects instead of the Psionic Static Susceptibility trait instead of Antimagic Susceptibility.

Chuul

Chuul can easily learn psionics and their Sense Magic ability is psionic in nature.

Psionic Static Susceptibility. The creature is incapacitated while in an area of a psionic static field. If targeted by dissipate, the creature must succeed on a Constitution saving throw against the psion's expression save DC or fall unconscious for 1 minute.

Doppelganger

Although a doppelganger's shapechanger ability is a natural ability, its Read Thoughts action is psionic in nature and they can learn psionics as easily as they can learn magic.

Duergar

As mentioned in Chapter 2, Duergar are psionic creatures. Their Duergar Resilience extends to expressions as well, their Enlarge action is instead the Expansion of the Compression/Expansion expression, and their Invisibility action is instead the Vanish expression.

Gith

As noted in Chapter 2, all Gith are inherently psionic. The stat blocks presented in the Monster Manual instead have the following trait and their expression lists are presented here.

Innate Psionics. The gith's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

Githyanki Warrior

At will: telekinetic pulse

3/day each: burst, evasive mind, quick jaunt

Githyanki Knight

At will: telekinetic pulse

3/day each: burst, evasive mind, tongue of mind, quick jaunt

1/day each: astral caravan, baleful teleport

Githzerai Monk

At will: telekinetic pulse

3/day each: burst, catfall, mental barrier, third eye

Githzerai Zerth

At will: telekinetic pulse

3/day each: burst, catfall, mental barrier, third eye

1/day each: astral caravan, figment of imagination

Intellect Devourer

An intellect devourer is a psionic creature. Perfect Mind blocks its Detect Sentience ability and its Devour Intellect and Body Thief actions are both psionic in nature.

Kuo-Toa

Kuo-Toa are inherently psionic creatures, although most never learn to harness it. Their god-making abilities are due to this latent potential, however. The Otherworldly Perception ability of the Archpriest and Whip are instead a constant third eye expression.

Mind Flayer

The perfect picture of a psionic monster, a mind flayer also has resistance to expressions and psionic effects. Its stat block instead has the following trait. Its Mind Blast is also psionic in nature.

Innate Psionics. The mind flayer's innate manifestation ability is Intellignece (expression save DC 15). It can innately manifest the following expressions, creating no display:

  • At will: levitate, mind probe
  • 1/day each: astral caravan, puppeteer

Otyugh

Although few understand why, otyughs are surprisingly psionic, shown chiefly through their limited telepathy ability but also through their ability to sniff out psionics, giving them advantage on Wisdom (Perception) checks made to detect smell-based psionic displays.

Quaggoth

Quaggoth have strange ability to absorb psionic ability through the air, leading to the creation of their thonots. Thonots have the following trait:

Innate Psionics. The quaggoth's innate manifesting ability is Wisdom (expression save DC 11). The quaggoth can innately manifest the following expressions, creating no displays:

  • At will: catfall, telekinetic pulse
  • 1/day each: adapt body, compression/expansion, concealing amorpha, matter agitation

Specter

It takes great anger and latent psionic ability to raise a specter. The normal specter's Life Drain attack is an expression attack and its poltergeist variant abilities are all psionic in nature.

Thri-Kreen

As listed in Chapter 2, Thri-Kreen are inherently psionic in nature. Their psion variant has the following trait:

Innate Psionics. The thri-kreen's innate manifesting ability is Intelligence. The thri-kreen can innately manifest the following expressions, creating no displays:

  • At will: telekinetic pulse
  • 2/day: concealing amorpha, claws of energy
  • 1/day: vanish

Eberron: Rising From the Last War

Inspired

The Inspired, like their Quori masters, are inherently psionic. They have the following traits:

Innate Psionics. The inspired's innate manifesting ability is Intelligence (expression save DC 13). It can innately manifest the following expressions, creating no displays:

  • At will: telekinetic pulse
  • 1/day each: attraction, aversion, mental barrier, puppeteer

Its Vicious Mockery is a psionic recreation and not a cantrip. The Hashalaq allows them to manifest intrusive thought three times per day, the Kalaraq allows them to manifest extrasensory perception, and the Tsucora allows them to manifest demoralize.

Quori

The Quori, like their Inspired servants, are inherently psionic. Their state blocks presented in this book instead have the following trait and their expression lists are presented here. Their other abilities are also psionic in nature.

Innate Psionics. The quori's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

Hashalaq Quori

At will: attraction

3/day each: cloud mind, intrusive thought, mind probe

1/day: dream travel, puppeteer

Kalaraq Quori

At-will: extrasensory perception

3/day each: brain lock, dream travel, insanity, pan the river

Tsucora Quori

At will: attraction

1/day: demoralize

Fisban's Treasury of Dragons

Amethyst Dragons

As noted, all gem dragons are psionic, which sets them apart from their chromatic and metallic cousins. An amethyst dragon has the following trait and their expression lists are sorted by age. Its other abilities are also psionic in nature, usually.

Innate Psionics. The dragon's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

Wyrmling

1/day: decelerate

Young

1/day each: correspond, decelerate, exposing grasp

Adult

1/day each: correspond, decelerate, dissipate, exposing grasp, hydrokinesis

Ancient

1/day each: astral caravan, correspond, decelerate, dissipate, exposing grasp, hydrokinesis, perfect mind

Crystal Dragons

As noted, all gem dragons are psionic, which sets them apart from their chromatic and metallic cousins. A crystal dragon has the following trait and their expression lists are sorted by age. Its other abilities are also psionic in nature, usually.

Innate Psionics. The dragon's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

Wyrmling

At will: distract

Young

At will: distract

1/day each: disable, equilibrium

Adult

At will: distract

1/day each: disable, equilibrium, intrusive thought, pan the river

Ancient

At will: distract

1/day each: disable, equilibrium, intrusive thought, pan the river, vanish

Draconic Shard

Draconic shards are inherently psionic, as are all of its abilities. It has the following trait and expression list:

Innate Psionics. The dragon shard's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

At will: mind probe, telekinetic pulse, vanish

Dragonborn of Sardior

As a descendant of the famously psionic Sardior, it has the following trait.

Innate Psionics. The dragonborn's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

1/day each: astral construct, focus burst, frighten

Emerald Dragons

As noted, all gem dragons are psionic, which sets them apart from their chromatic and metallic cousins. An emerald dragon has the following trait and their expression lists are sorted by age. Its other abilities are also psionic in nature, usually.

Innate Psionics. The dragon's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

Wyrmling

At will: telekinetic pulse

Young

At will: telekinetic pulse

1/day each: mind probe, vanish

Adult

At will: telekinetic pulse

1/day each: brain lock, dissipate, mind probe,vanish

Ancient

At will: telekinetic pulse

1/day each: brain lock, cloud mind, dissipate, ethereal dive, mind probe, vanish

Gem Greatwyrm

As the pinnacle of gem dragons, a gem greatwyrm has amazing powers that lesser dragons could never aspire to. A gem greatwyrm has the following trait and expression list. Its other abilities are also psionic in nature.

Innate Psionics. The greatwyrm's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

1/day each: astral caravan, crisis of life, death urge, dissipate, fog wave, remove from the river

Gem Stalker

As a creation of gem dragons, gem stalkers are also psionic. Their crystal dart is an expression attack and its associated effects are all psionic in nature.

Sapphire Dragons

As noted, all gem dragons are psionic, which sets them apart from their chromatic and metallic cousins. A sapphire dragon has the following trait and their expression lists are sorted by age. Its other abilities are also psionic in nature, usually.

Innate Psionics. The dragon's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

Wyrmling

At will: anchored mind

Young

At will: anchored mind

1/day each: disable, puppeteer

Adult

At will: anchored mind, telekinetic pulse

1/day each: concussive blast, disable, puppeteer

Ancient

At will: anchored mind

1/day each: astral caravan, concussive blast, disable, puppeteer, quick jaunt

Topaz Dragons

As noted, all gem dragons are psionic, which sets them apart from their chromatic and metallic cousins. A topaz dragon has the following trait and their expression lists are sorted by age. Its other abilities are also psionic in nature, usually.

Innate Psionics. The dragon's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

Wyrmling

1/day: exposing grasp

Young

1/day each: brain lock, exposing grasp

Adult

1/day each: brain lock, death urge, exposing grasp, hydrokinesis

Ancient

1/day each: baleful teleport, brain lock, death urge, exposing grasp, hydrokinesis

Mordenkainen's Tome of Foes

Duergar, Again

Duergar in general have vanish and compression/expanation innately. The Duergar Despot has the following trait and expression list.

Innate Psionics. The duergar despot's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

At will: telekinetic pulse

1/day each: dissipate, fog cloud, quick jaunt

Additionally, the Duergar Soulblade has the same trait and the following list

At will: panicked rebuke, prowess

3/day each: burst, focus burst

Gith, also again

The Githyanki presented here all have the same Innate Psionics trait and list of a Githyanki Knight.

The Githzerai Anarch also has the perfect mind expression once per day and the Githzerai Enlightened has hustle and quick jaunt once per day.

Van Richten's Guide to Ravenloft

In addition to the God-Brain and most of Bluetspur being psionic in nature, psions might feel a connection to Mordent and its spirits. In addition, the following monsters are natural psions.

Brain in a Jar

A Brain in a Jar also has advantage on saving throws against psoinic expressions and a perfect mind protects against its Detect Sentience. Additionally, its Chill Touch cantrip is replaced with the Spine Chill expression and it has the following trait and expression list.

Innate Psionics. The brain in a jar's innate manifestation ability is Intelligence. It can innately manifest the following expressions, creating no display:

At will: mind probe, telekinetic pulse

3/day: attraction

1/day each: disable (overchanneled to 3-cost), intrusive thought, puppeteer

Ulmist Inquisitors

Because of their inherent psionics, all Ulmist Inquisitors are psionic. The Inquisitor of the Mind Fire's mind fire and inquisitor's command are psionic abilities, the Inquisitor of the Sword's metabolic control and blink step are psionic abilities, and the Inquisitor of the Tome's force bolt is psionic. The Inquisitor of the Tome's implode is replaced by the implosion expression and its telekinetic deflection is replaced by mental barrier. Additionally, they each have the following trait and expression lists.

Innate Psionics. The inquisitor's innate manifesting ability is Intelligence. The inquisitor can innately manifest the following expressions, creating no displays:

Inquisitor of the Mind Fire

At will: correspond, dissipate, empathy, extrasensory perception, intrusive thought, mind probe, third eye

1/day each: gaslight, intrusive thought (targeting up to 12 creatures)

Inquisitor of the Sword

At will: correspond, dissipate, mind probe, third eye

1/day each: levitate, quick jaunt, vanish

Inquisitor of the Tome

At will: correspond, dissipate, levitate, mental barrier, telekinetic pulse, third eye

1/day each: leap of faith, perfect mind

Appendix C: Image Credits

In order of appearance:

Love and Crits

From

CupidFaust

As a long time lover of psions, my devotion to this document has brought me much satisfaction. And I hope dearly that you can enjoy it as well.

 

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