Book of Psionics

by Darkseid13

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Book of Psionics
Chapter 1: Psionics Basics

What are Psionic powers?

Power in the multiverse comes in many forms, whether obtained through sheer physical strength, study of the arcane, or directly from a god or other powerful entity. Some extraordinary supernatural powers emanate directly from the mind itself, manifested through sheer mental discipline. These are called Psionics. Wielded by creatures like the Illithids or Githyanki, Psionics are a category of mental powers adjacent to, but separate from, arcane and divine magic.

Psionics is fueled by the internal magic of one's own mind and life-force, similarly to ki, using this power to produce psionic effects. In contrast to the spellcasting of conventional magic, psionics do not draw power from the Weave (nor the Shadow Weave, or any other external power) and do not need it to function. Instead, a psionic creature is itself its own Weave

Why use a new system?

Yes, I know 5e has psionic powers represented as spellcasting. However, I find that boring, and quite frankly it doesn't present the "alien" feel of psionics to the degree I'd like. Thus, this update of 3.5's psionics system.

Mechanics for Psionics

  • Psionic powers spring from sentient minds. Even an undead creature or a being that has no physical form can create a reserve of inner strength necessary to manifest powers, as long as it has an Intelligence score of at least 1. Vermin possessed of a hive mind are an exception to this rule.
  • A psionic power is a one-time psionic effect. Psionic characters and creatures need not prepare their powers for use ahead of time. They either have sufficient power points to manifest a power or they do not.
  • A power is manifested when a psionic character pays its power point cost.
  • Each power has a specific effect. A power known to a psionic character can be used whenever he or she has power points to pay for it.
  • Psionic powers may require concentration, which functions the same as spellcasting concentration.

Psionics-Magic Transparency: Though not explicitly called out in the spell descriptions or magic item descriptions, spells and magic items that could potentially affect psionics do affect psionics. When the rule about psionics-magic transparency is in effect, it has the following ramifications; magic resistance is effective against powers, using the same mechanics. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means. Dead magic areas are also dead psionics areas.)

Powers and Power Points

Psionic characters manifest powers, which involve the direct manipulation of personal mental energy. These manipulations require natural talent and personal meditation. A psionic character’s level limits the number of power points available to manifest powers, as shown in their specific class table.

Psionic Focus

Some psionic powers require psionic focus. To gain this focus, a character must spend their action focusing their mind. They are then considered to have psionic focus. Some disciplines require spending psionic focus, and will note so in their descriptions. Psionic focus fades after 10 minutes.

Psionic Disciplines

Like spells are divided into different schools, psychic powers are divided into Disciplines, groupings of similar powers along a common theme. The Disciplines are as below:

Clairsentience:

A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.

Metacreativity:

A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper's command.

Psychokinesis:

Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.

Psychometabolism:

A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion's psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.

Psychoportation:

A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.

Telepathy:

A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.

Augmentation

Some psionic powers have additional benefits if you spend additional power points on them. These benefits are called "Augments", and are listed in each power's description.

Chapter 2: Psionic Races

Elan

"You? You were born. I was made. Made for power."

—Vexma'lia, Elan Nomad.

History


Born not of a mother or father, but created, the elan were once mortal beings. Built by a shadowy council to live as psionically awakened superior life forms, elan are capable of sustaining themselves with nothing but the power of the mind. Elan are no longer true mortals, having been unfettered by a secret ritual that created this new race and reborn anew, with but wisps and fragments of memories of their previous lives. Incapable of breeding, elan expand their numbers by choosing members of other races, most often humans, and transforming them into new elan. This would pose a problem for the continuation of the race, except elan do not die of old age. The secrets of the transformation ritual are typically limited to the elite members of the elan secret society that exists, and they take these secrets to the grave before sharing them with other beings. Elan are often chosen for being exceptional in some way: sometimes it is because they excel in physical challenges, other times it is because of their quick wit or sharp intellect, or in some cases a natural ability to work with the psionic arts. But none of the elan could ever be described as normal, mediocre, or standard. While most elan, even those of non-human origin, physically resemble humans, there is usually something that stands out about every elan.

Appearance


With a diverse physical makeup, dependent on the will and whim of the council, there is one thing in common amongst all elan: they are literally brimming with energy, psionic energy. Their eyes seem to shine, their skin seems to sparkle, and their hair seems to be made of strands of color in the wind. Elan typically resemble humans in size and weight, with males typically slightly taller and heavier than females. Even those elan who were selected from other races will be transformed to more closely match humans in size and shape, at the direction of the council. Elan under a particular council will tend to have similar physical appearance, with the previous council favoring pale skin, red hair, and young in appearance, while the current council has started to favor darker hair and tanned skin. Elan will adopt the type of dress and physical style of whatever society they are insinuating, the better to avoid detection.

Elan Names


Male Names: Armend, Absylon, Edam, Odolph, Yime, Ylderic, Irnad, Christaph.


Female Names: Adyel, Ydeline, Edrienne, Eimee, Eelis, Irnadette, Chirlot.

Elan Traits


Your Elan character has the following racial traits.

Ability Score Increase. As an Elan you gain a +2 bonus to one ability score of your choice to represent their varied nature. You also gain a +1 bonus to your Intelligence score.

Creature Type. You are a Humanoid. You are also considered an abberation for any prerequisite or effect that requires you to be an abberation.

Age. Once an Elan reaches maturity, they do not age naturally. There are still first generation elan alive- as far as anyone is aware, they are functionally immortal.

Alignment. Elan tend towards neutral alignments, but such a highly varied race has the potential to follow any alignment.

Size. You may choose whether you are Medium or Small.

Speed. Your speed is 30 feet.

Languages. You can read and speak Common as well as Elan, a secret language that is used to communicate in private.

Naturally Psionic. You know one Omen of your choice from the Psion power list. Intelligence is your Psionic modifier for it. Additionally, you have 2 Power Points that you may use to augment or fuel features, powers and Omens that you know. These power points are replenished upon completing a long rest.

Repletion. You can sustain your body without need of food or water. If you spend 1 power point, you do not need to eat or drink for 24 hours.

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The Psion

The striking fist or flashing sword pales beside a psion's focused stare. Psionic powers arise from a regimen of strict mental discipline developed over months and years of selfscrutiny and subconscious discovery. Those who overcome their personal demons, fears, and other pitfalls of intense self-reflection learn to call upon an internal reservoir of psionic power.

`Psions depend on a continual study of their own minds to discover an ever wider range of mental powers. They meditate on memories and the nature of memory itself, debate with their own fragment personalities, and delve into the dark recesses of their minds' convoluted corridors. "Know thyself" is not just a saying for a psion - it's the road to power.

Learned Travelers

A psion adventures to stimulate his mind. New experiences translate to new avenues of thought, and eventually to the discovery of previously latent abilities. A psion's powers are innate but not effortlessly attained. Good psions seek what is best in the world and attempt to preserve those elements with their mastery of mental powers. Evil psions seek to mold others to their own desires, whether using their powers openly or in secret.

Prodigies Born

Those destined to be psions show signs of mental powers from the time they are just a few years old, but manifestations become especially noticeable at puberty. Unexplained noises and lights, crockery flying through the air of its own accord, and the appearance of small items out of thin air are common occurrences. Many who have the gift grow out of it, turning away from their potential.

However, a few embrace their newfound special powers. Psions are often on their own, misunderstood and feared by friends and family. Sometimes, psions find others with similar abilities and form informal networks, small societies, or even tiny communes populated with individuals who all possess some psionic ability.

Class Features

As a Psion, you gain the following class features

Hit Points


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

Proficiencies


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

  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose three from Arcana, Deception, History, Insight, Medicine, and Perception

Equipment

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

  • (a) a spear or (b) two daggers
  • (a) leather armor or (b) three javelins
  • (a) an adventurer's pack or (b) a scholar's pack
The Psion
Level Proficiency Bonus Features Omens Known Power Points Powers Known Maximum Power Level
1st +2 Psionic Tradition, Psionics 3 3 4 1st
2nd +2 Well of Power 3 6 5 1st
3rd +2 Firm Mind 3 11 6 1st
4th +2 Ability Score Improvement 4 17 7 2nd
5th +3 Additional Discipline (1) 4 25 8 2nd
6th +3 Tradition Feature 4 35 9 2nd
7th +3 4 46 10 3rd
8th +3 Ability Score Improvement 5 58 11 3rd
9th +4 Additional Discipline (2) 5 72 12 3rd
10th +4 Tradition Feature 5 88 13 4th
11th +4 5 106 14 4th
12th +4 Ability Score Improvement 6 126 15 4th
13th +5 6 147 16 5th
14th +5 Tradition Feature 6 170 17 5th
15th +5 Psionic Unleashing 6 195 18 5th
16th +5 Ability Score Improvement 6 221 19 6th
17th +6 7 250 20 6th
18th +6 Tradition Feature 7 280 21 6th
19th +6 Ability Score Improvement 7 311 22 6th
20th +6 Mind's Avatar 7 343 24 6th

Psionic Tradition

At 1st level, you choose a tradition that focuses on a single Psionic discipline. This tradition's teachings shapes the expression of your power. Your choice grants you features at 1st level and again at 6th, 10th, 14th and 18th levels. These Traditions are detailed at the end of the class description. Additionally, the tradition you choose determines which psychic discipline you may learn powers from.

Psionics

Whether through training or natural talent, you have unlocked the psionic potential contained within your mind.

Omens

At 1st level, you know 3 Omens of your choice from your chosen discipline. You learn additional omens of your choice at higher levels, as shown in the Omens Known column of the Psion table.

Power Points

You have a pool of psychic power that you can draw upon to use psionic powers, as shown in the Psion table. You regain all spent power points whenever you complete a long rest.

Powers Known of 1st Level and Higher

You know two 1st-level powers of your choice from your chosen discipline.

The Powers Known column of the Psion table shows when you learn more powers of your choice. Each of these powers must be of a level for which you can use, as shown in the Maximum Power Level column of the Psion table.

Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power from your chosen discipline, which also must be of a level for which you can learn.

Psionic Ability

Intelligence is your psychic ability for your psion powers, since the power of your magic relies on your mental strength and ability to project that into the world. You use your Intelligence whenever a power refers to your psychic ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a power you cast and when making an attack roll with one.

Psionic Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Psionic attack modifier = your proficiency bonus +

your Intelligence modifier

Well of Power

Beginning at 2nd level, you have learned to regain some of your magical energy by meditating. Once per day when you finish a short rest, you can recover a number of power points equal to half your Psion level + your Intelligence Modifier.

Firm Mind

By 3rd level, you have mastered your own mind, and through that, your body. You may add half your proficiency bonus to all saving throws that you are not proficient in.

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.

Additional Discipline

At 5th level, you may select another discipline that you may learn psionic powers from. You may choose a third discipline at 9th level to learn powers from.

Psionic Unleashing

At 15th level, you may unleash your unfettered power, although it tires you greatly. As an action, you may push yourself to your limit. For 1 minute, you may use one augment for free whenever you use a psionic power, and your powers cost half as many power points as normal.

After the minute ends, you gain a level of exhaustion and cannot use this feature again until you complete a long rest.

Mind's Avatar

By 20th level, you have achieved the pinnacle of psionic power.

Whenever you roll initiative and you have no Power Points left, you gain 4 Power Points.

Psionic Traditions

Across every world, there are psionic traditions. However, in the multiverse, a number of the more common traditions exist, each specializing in a singular discipline of psionic power. A few of these traditions are detailed below.

Seer Tradition

Seers are those that reach beyond time and space to see that which is hidden from others. Their powers are more subtle than that of most psions, though they are no less formidable in attaining their goals.

Discipline: Clairsentience

Beginning when you choose this Tradition at 1st level, you may learn powers from the clairsentience discipline.

Fated Steps

Also at 1st level, you may use your knowledge of future events to avoid disaster. You may use your reaction whenever you roll a 1 on a saving throw, attack roll, or ability check. You may reroll the saving throw, attack roll, or ability check. You must accept the new result.

You may use this feature a number of times equal to your proficency bonus, and you regain all expended uses upon completing a long rest.

Psychic Warnings

At 6th level, your experience peering into the future gives you flashes of warning whenever danger approaches. You have advantage on Perception checks to avoid ambushes and traps.

Omen-Caller

At 10th level, your Omens are more potent. Whenever a creature succeeds at a saving throw against one of your Omens, you may spend 1 power point to force that creature to reroll the saving throw. You may only use this feature once a round.

Master Seer

At 14th level, you are a master of Clairsentience. Your Clairsentience powers cost 2 less power points for you, to a minimum of 1.

Unleash the Future

At 18th level, as an action, you can flood a creature with visions of possible futures. Spend any number of power points. One creature you can see within 30 feet of you must succeed at an Intelligence saving throw with a DC equal to the number of power points spent. On a failed save, the creaure is Stunned for 1 round.

Shaper Tradition

Shapers draw ectoplasm from the Astral Plane, shaping it into objects and creatures called astral constructs. These creatures are controlled mentally by the Shaper, and can take any form the Shaper wishes.

Discipline: Metacreativity

Personal Construct

Trinkets

Enduring Constructs

Master Shaper

Astral Ascension

Kineticist Tradition

Kineticists are experts in the mental manipulation o f a certain kind of energy. They often go by more precise titles that indicate the kind of energy they specialize in. For example, if one focuses on controlling flames with their mind, they might call themselves a “pyrokineticist,” or a “cryokineticist” if they master freezing cold. Psions who harness lightning may refer to themselves as “galvanicists,” and ones who focus on creating intense blasts of thunderous noise might go by “kinetophonist.”

Discipline: Psychokinesis

Beginning when you choose this Tradition at 1st level, you may learn powers from the psychokinesis discipline.

Energy Specialization

Also at 1st level, choose one energy type from the following list: fire, cold, lightning, thunder, or acid. This is your Specialization Type

Whenever you roll to deal damage of your select type, you may reroll any 1s on the dice. You must accept the new results. You may use this feature a number of times equal to your proficency bonus, and you regain all expended uses upon completing a long rest.

Psychic Acclimation

Beginning at 6th level, you gain resistance to your Specialization Type.

Piercing Specialization

At 10th level, you have learned to overcome a creature's natural resistance to your psionic powers. You may spend 2 power points whenever you deal Specialization Type damage to a creature with resistance to your Specialization Type.

If you do, you may treat that creature as if it did not have resistance to your Specialization Type.

Master Kineticist

At 14th level, you are a master of Psychokinesis. Your Psychokinesis powers cost 2 less power points for you, to a minimum of 1.

Elemental Devastation

Beginning at 18th level, whenever you score a critical hit using a power that deals your Specialization Type damage, you may roll all of your Specialization Type damage dice three times, instead of two, to determine damage dealt.

Egoist Tradition

Egoists hold great power from their mastery of their bodies, and many learn to heal others as well. Evil egoists are greatly feared, and many of them are hunted zealously by their good aligned counterparts.

Discipline: Psychometabolism

Beginning when you choose this Tradition at 1st level, you may learn powers from the psychometabolism discipline.

Egoist Combat Training

Also at 1st level, you gain proficiency with martial weapons and medium armor.

Enhanced Physiology

At 6st level, whenever you are under the effects of a psychometablism power, you may not suffer disadvantage on saving throws, as your mind automatically hardens your body, and vice-versa.

Fleet of Foot

At 10th level, whenever you are under the effects of a psychometablism power, your movement speed increases by 20 feet, and your movement does not provoke attacks of opportunity.

Master Egoist

At 14th level, you are a master of Psychometabolism. Your Psychometabolism powers cost 2 less power points for you, to a minimum of 1.

Form Unbounded

At 18th level, your control of your body is absolute. Whenever you are under the effects of a psychometablism power, your form cannot be changed in any way, you cannot have your movement reduced, and attacks against you have disadvantage if you have moved at least 10 feet on your turn.

Nomad Tradition

Egoists are the masters of their bodies among psions, but Nomads are the masters of moving fast. They work smarter, not harder, as they see it, making portals to travel fast and loose. On the battlefield, they are teleporting terrors, unparalleled assassins, and scouts par exellence.

Discipline: Psychoportation

Beginning when you choose this Tradition at 1st level, you may learn powers from the psychoportation discipline.

Telepath Tradition

The Psi Warrior

One who turns the mind's potential to the warrior's art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection. The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Well trained in both physical and psionic matters, the psychic warrior is a formidable adversary.

Strength Through Adversity

Psychic warriors know that only through conflict will their skills grow. Prone to showing off their flamboyant abilities, they claim to fear nothing. Psychic warriors are eager to accumulate the treasure that adventuring brings and the power it buys.

Family Ties

Many psychic warriors are often the children of psions, and just as often grow up dissatisfied with the strict mental training regimes needed to fully embrace psionic power. These psychic warriors hone their bodies as much as their minds, seeing it as equally important to cultivate.

Class Features

As a psychic warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per psychic warrior level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Simple and Martial weapons
  • Tools: None

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) a scimitar or (b) a spear
  • (a) a martial melee weapon or (b) a dagger
  • (a) hide armor or (b) splint armor
  • (a) three javelins or (b) a shortbow and twenty arrows
  • (a) an explorer's pack or (b) a dungeoneer's pack
The Psi Warrior
Level Proficiency Bonus Features Omens Known Power Points Powers Known Maximum Power Level
1st +2 Psionics, Battle Meditation, Specialized Psionics 2 1 2 1st
2nd +2 Fighting Style 3 2 2 1st
3rd +2 Warrior's Path 3 3 3 1st
4th +2 Ability Score Improvement 4 4 3 1st
5th +3 Extra Attack (1) 4 5 4 1st
6th +3 Superlative Athletics 4 6 4 2nd
7th +3 Path Feature 4 7 5 2nd
8th +3 Ability Score Improvement 5 8 5 2nd
9th +4 Extra Attack (2) 5 9 6 2nd
10th +4 Path Feature 5 10 6 2nd
11th +4 Improved Battle Meditation 5 11 7 3rd
12th +4 Ability Score Improvement 6 12 7 3rd
13th +5 Path Feature 6 13 8 3rd
14th +5 Mind-Body Unity 6 14 8 3rd
15th +5 Psionic Second Wind 6 15 9 3rd
16th +5 Ability Score Improvement 6 16 10 4th
17th +6 Perfect Battle Meditation 7 17 11 4th
18th +6 Path Feature 7 18 12 4th
19th +6 Ability Score Improvement 7 19 12 4th
20th +6 Eternal Warrior 7 20 12 4th

Psionics

Through intense physical training, you have harnessed the psionic power contained within you.

Omens

At 1st level, you know 2 Omens of your choice from the psychometabolism or psychokinesis disciplines. You learn additional omens of your choice at higher levels, as shown in the Omens Known column of the Psi Warrior table.

Power Points

You have a pool of psychic power that you can draw upon to use psionic powers, as shown in the Psi Warrior table. You regain all expended power points whenever you complete a long rest.

Powers Known of 1st Level and Higher

You know two 1st-level powers of your choice from the psychometabolism or psychokinesis disciplines.

The Powers Known column of the Psi Warrior table shows when you learn more powers of your choice. Each of these powers must be of a level for which you can use, as shown in the Maximum Power Level column of the Psi Warrior table.

Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power from the psychometabolism or psychokinesis disciplines, which also must be of a level for which you can learn.

Psionic Ability

Wisdom is your psychic ability for your pi warrior powers, since the power of your psionics relies on your mental quickness and ability to intuitively access your power. You use your Wisdom whenever a power refers to your psychic ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a power you cast and when making an attack roll with one.

Psionic Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Psionic attack modifier = your proficiency bonus +

your Wisdom modifier

Battle Meditation

Whenever you enter battle, you are capable of focusing your mind to a superhuman degree, noticing everything around you and enhancing your combat skills. As a reaction to initiative being rolled, or being attacked, you may begin your battle meditation, gaining the following benefits for up to 10 minutes;

  • You have advantage on Perception checks.
  • You gain a +1 bonus to your AC.
  • Whenever you deal damage to a creature with a weapon attack, you may use your bonus action to cause that creature to take an additional 1d6 damage of your weapons damage type.

You must concentrate on this battle meditation as if it were a power. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of this feature whenever you complete a long rest.

Specialized Psionics

Finally, whenever you manifest a power from the psychometabolism or psychokinesis disciplines that you learned through this class, you reduce it's power point cost by your proficiency bonus.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Warrior's Path

At 3rd level, you choose a path that focuses your future training and expressions of your power. Your choice grants you features at 3rd level and again at 7th, 10th, 13th, and 18th levels. These Paths are detailed at the end of the class description.

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.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can manifest one of your omens that you learned from this class in place of one of those attacks.

Superlative Athletics

Beginning at 6th level, you may spend 1 psi point as a bonus action to gain one of the following benefits, channeling your mind's might through your body;

  • Your jump distance triples until the end of your turn.
  • Your movement no longer provokes attacks of opportunity until the end of your turn.
  • You gain a climbing speed equal to your walking speed for 1 minute.
  • Your walking speed increases by 10 feet for 1 minute.

You may only have one of these effects active at a time.

Improved Battle Meditation

Beginning at 11th level, when you enter your battle meditation, you gain the following benefits, in addition to the regular benefits of that feature;

  • You gain an additional +1 bonus to your AC.
  • When you use your bonus action to cause a creature to take additional damage from your weapon attack, the additional damage becomes 2d6 damage of your weapons damage type.
  • As a reaction to taking damage, you may reduce that damage by 1d10.

Mind-Body Unity

By 14th level, your training has unified your mind and your body to work in unison. Whenever you roll for Initiative, you may add your Wisdom modifier to the result.

Psionic Second Wind

Beginning at 15th level, you can use your immense focus to push past your limits. Whenever you reach 0 psi points, you may use your reaction to regain half of your maximum psi points (rounding up). Additionally, if you have levels of exhaustion, you may remove one level of exhaustion. Once you have used this feature, you must complete a long rest before you can use it again.

Perfect Battle Meditation

Beginning at 17th level, when you enter your battle meditation, you gain the following benefits, in addition to the other benefits of that feature;

  • You gain truesight to a range of 60 feet.
  • When you use your bonus action to cause a creature to take additional damage from your weapon attack, the additional damage becomes 4d6 damage of your weapons damage type.
  • When you use your reaction to reduce damage you would take, reduce it by 2d10 instead.

Eternal Warrior

Upon reaching 20th level, your name and legend will live on eternally, and your body shares some of that resilience. Upon failing your last death saving throw, you may expend all of your current remaining psi points and you regain that number of hit points + your level, and you also gain the following benefits:

The Soulblade

One who turns the mind's potential to the warrior's art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection. The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Well trained in both physical and psionic matters, the psychic warrior is a formidable adversary.

Strength Through Adversity

Psychic warriors know that only through conflict will their skills grow. Prone to showing off their flamboyant abilities, they claim to fear nothing. Psychic warriors are eager to accumulate the treasure that adventuring brings and the power it buys.

Family Ties

Many psychic warriors are often the children of psions, and just as often grow up dissatisfied with the strict mental training regimes needed to fully embrace psionic power. These psychic warriors hone their bodies as much as their minds, seeing it as equally important to cultivate.

Class Features

As a soulblade, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per soulblade level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per soulblade level after 1st

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Simple and Martial weapons
  • Tools: None

  • Saving Throws: Strength, Intelligence
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) a scimitar or (b) a shield
  • (a) hide armor or (b) splint armor
The Soulblade
Level Proficiency Bonus Features Omens Known Power Points Powers Known Maximum Power Level
1st +2 Psionics, Battle Meditation 2 1 2 1st
2nd +2 Mindblade Mastery 3 2 2 1st
3rd +2 Warrior's Discipline 3 3 3 1st
4th +2 Ability Score Improvement 4 4 3 2nd
5th +3 Extra Attack (1) 4 5 4 2nd
6th +3 Mindblade Mastery (2) 4 6 4 2nd
7th +3 4 7 5 3rd
8th +3 Ability Score Improvement 5 8 5 3rd
9th +4 Extra Attack (2) 5 9 6 3rd
10th +4 Discipline Feature 5 10 6 4th
11th +4 5 11 7 4th
12th +4 Ability Score Improvement 6 12 7 4th
13th +5 6 13 8 5th
14th +5 Mindblade Mastery (3) 6 14 8 5th
15th +5 Psionic Second Wind 6 15 9 5th
16th +5 Ability Score Improvement 6 16 10 6th
17th +6 7 17 11 6th
18th +6 Discipline Feature 7 18 12 6th
19th +6 Ability Score Improvement 7 19 12 6th
20th +6 Mindblade Exaltation 7 20 12 6th

The Dread

One who turns the mind's potential to the warrior's art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection. The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Well trained in both physical and psionic matters, the psychic warrior is a formidable adversary.

Strength Through Adversity

Psychic warriors know that only through conflict will their skills grow. Prone to showing off their flamboyant abilities, they claim to fear nothing. Psychic warriors are eager to accumulate the treasure that adventuring brings and the power it buys.

Family Ties

Many psychic warriors are often the children of psions, and just as often grow up dissatisfied with the strict mental training regimes needed to fully embrace psionic power. These psychic warriors hone their bodies as much as their minds, seeing it as equally important to cultivate.

Class Features

As a soulblade, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per soulblade level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per soulblade level after 1st

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Simple and Martial weapons
  • Tools: None

  • Saving Throws: Strength, Intelligence
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) a scimitar or (b) a shield
  • (a) hide armor or (b) splint armor
The Dread
Level Proficiency Bonus Features Omens Known Power Points Powers Known Maximum Power Level
1st +2 Psionics, Battle Meditation 2 1 2 1st
2nd +2 Mindblade Mastery 3 2 2 1st
3rd +2 Warrior's Discipline 3 3 3 1st
4th +2 Ability Score Improvement 4 4 3 2nd
5th +3 Extra Attack (1) 4 5 4 2nd
6th +3 Mindblade Mastery (2) 4 6 4 2nd
7th +3 4 7 5 3rd
8th +3 Ability Score Improvement 5 8 5 3rd
9th +4 Extra Attack (2) 5 9 6 3rd
10th +4 Discipline Feature 5 10 6 4th
11th +4 5 11 7 4th
12th +4 Ability Score Improvement 6 12 7 4th
13th +5 6 13 8 5th
14th +5 Mindblade Mastery (3) 6 14 8 5th
15th +5 Psionic Second Wind 6 15 9 5th
16th +5 Ability Score Improvement 6 16 10 6th
17th +6 7 17 11 6th
18th +6 Discipline Feature 7 18 12 6th
19th +6 Ability Score Improvement 7 19 12 6th
20th +6 Mindblade Exaltation 7 20 12 6th

The Ardent

One who turns the mind's potential to the warrior's art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection. The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Well trained in both physical and psionic matters, the psychic warrior is a formidable adversary.

Strength Through Adversity

Psychic warriors know that only through conflict will their skills grow. Prone to showing off their flamboyant abilities, they claim to fear nothing. Psychic warriors are eager to accumulate the treasure that adventuring brings and the power it buys.

Family Ties

Many psychic warriors are often the children of psions, and just as often grow up dissatisfied with the strict mental training regimes needed to fully embrace psionic power. These psychic warriors hone their bodies as much as their minds, seeing it as equally important to cultivate.

Class Features

As a soulblade, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per soulblade level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per soulblade level after 1st

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Simple and Martial weapons
  • Tools: None

  • Saving Throws: Strength, Intelligence
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) a scimitar or (b) a shield
  • (a) hide armor or (b) splint armor
The Ardent
Level Proficiency Bonus Features Omens Known Power Points Powers Known Maximum Power Level
1st +2 Psionics, Battle Meditation 2 1 2 1st
2nd +2 Mindblade Mastery 3 2 2 1st
3rd +2 Warrior's Discipline 3 3 3 1st
4th +2 Ability Score Improvement 4 4 3 2nd
5th +3 Extra Attack (1) 4 5 4 2nd
6th +3 Mindblade Mastery (2) 4 6 4 2nd
7th +3 4 7 5 3rd
8th +3 Ability Score Improvement 5 8 5 3rd
9th +4 Extra Attack (2) 5 9 6 3rd
10th +4 Discipline Feature 5 10 6 4th
11th +4 5 11 7 4th
12th +4 Ability Score Improvement 6 12 7 4th
13th +5 6 13 8 5th
14th +5 Mindblade Mastery (3) 6 14 8 5th
15th +5 Psionic Second Wind 6 15 9 5th
16th +5 Ability Score Improvement 6 16 10 6th
17th +6 7 17 11 6th
18th +6 Discipline Feature 7 18 12 6th
19th +6 Ability Score Improvement 7 19 12 6th
20th +6 Mindblade Exaltation 7 20 12 6th

The Voyager

One who turns the mind's potential to the warrior's art is known as a psychic warrior. Where psions devote themselves wholly to the development of mind-engendered abilities, psychic warriors give emphasis to the development of the body. With mental and physical energy working in union, the psychic warrior strives toward martial perfection. The sword, axe, and bow are physical tools that psychic warriors embrace along with their psionic abilities. Well trained in both physical and psionic matters, the psychic warrior is a formidable adversary.

Strength Through Adversity

Psychic warriors know that only through conflict will their skills grow. Prone to showing off their flamboyant abilities, they claim to fear nothing. Psychic warriors are eager to accumulate the treasure that adventuring brings and the power it buys.

Family Ties

Many psychic warriors are often the children of psions, and just as often grow up dissatisfied with the strict mental training regimes needed to fully embrace psionic power. These psychic warriors hone their bodies as much as their minds, seeing it as equally important to cultivate.

Class Features

As a soulblade, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per soulblade level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per soulblade level after 1st

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Simple and Martial weapons
  • Tools: None

  • Saving Throws: Strength, Intelligence
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) a scimitar or (b) a shield
  • (a) hide armor or (b) splint armor
The Voyager
Level Proficiency Bonus Features Omens Known Power Points Powers Known Maximum Power Level
1st +2 Psionics, Battle Meditation 2 1 2 1st
2nd +2 Mindblade Mastery 3 2 2 1st
3rd +2 Warrior's Discipline 3 3 3 1st
4th +2 Ability Score Improvement 4 4 3 2nd
5th +3 Extra Attack (1) 4 5 4 2nd
6th +3 Mindblade Mastery (2) 4 6 4 2nd
7th +3 4 7 5 3rd
8th +3 Ability Score Improvement 5 8 5 3rd
9th +4 Extra Attack (2) 5 9 6 3rd
10th +4 Discipline Feature 5 10 6 4th
11th +4 5 11 7 4th
12th +4 Ability Score Improvement 6 12 7 4th
13th +5 6 13 8 5th
14th +5 Mindblade Mastery (3) 6 14 8 5th
15th +5 Psionic Second Wind 6 15 9 5th
16th +5 Ability Score Improvement 6 16 10 6th
17th +6 7 17 11 6th
18th +6 Discipline Feature 7 18 12 6th
19th +6 Ability Score Improvement 7 19 12 6th
20th +6 Mindblade Exaltation 7 20 12 6th

Psionic Powers

These are the powers psionic characters have access to. Each power has a discipline it belongs to, a power cost, and whether it requires psionic focus or concentration. If you know a discipline, you can select a power of that discipline when you gain powers, as shown in your class table. Each power also lists which classes can take it.

Powers from the "General" discipline may be taken regardless of known disciplines.

Omens

Astral Construct

Metacreativity Omen


  • Cost: 0
  • Casting Time: 1 Action
  • Range: 10 feet
  • Duration: 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion

Channeling your power, you summon an astral construct in an open space within 10 feet of you. The construct is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Astral Construct stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the construct shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the construct disappears.


Augments:


Sturdy (1 pp): For the duration of the omen, the construct regains 10 hit points at the beginning of it's turn.


Longlasting (2 pp): The duration of the astral construct becomes 10 minutes.

Burst

Psychometabolism Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: 1 Round
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

Until the end of the round, you increase your walking speed by 10 feet.


Augments:


Velocity (1+ pp): Your walking speed increases by 10 feet for each psi point spent on this augment.


Blur: (2 pp): For the duration of this omen, your movement does not provoke attacks of opportunity

Call to Mind

Clairsentience Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion

You call knowledge you possess to the front of you mind, readying it for immediate use. Once before the spell ends, you can roll a d4 and add the number rolled to one ability check of your choice. You can roll the die before or after making the ability check. The power then ends.


Augments:


Strong Recall (1 pp): You may roll a d8 instead of a d4 when you use this power.

Conceal Thoughts

Telepathy Omen


  • Cost: 0
  • Casting Time: 1 reaction
  • Range: Personal
  • Duration: Instant
  • Focus?: No
  • Concentration?: No
  • Classes: Psion

As a reaction to a creature or effect attempting to read your mind, you may use this power to gain advantage on any saving throws against that effect.


Augments:


Reflexive Counter (1 pp): If you fail on the saving throw to resist having your mind read, you may immediately force that creature to make an Intelligence saving throw. On a failure, that creature is stunned for 1 minute. An affected creature can attempt the saving throw again at the end of each of it's turns, ending the condition on a success.

Control Light

Psychokinesis Omen


  • Cost: 0
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous or 1 hour
  • Focus?: No
  • Concentration?: No
  • Classes: Psion

You choose an area of bright and/or dim light that you can see within range and that fits within a 20-foot cube. You affect it in one of the following ways:

  • You change the light's color. This change lasts for 1 hour.
  • You change the light from dim light to bright light, or vice versa. The change lasts for 1 hour.
  • You focus the light onto a point, causing a flammable object within the area that isn't being worn or carried to ignite.

Augments:


Flare (1 pp): You cause the light to flash in a creature's eyes. One creature in the area must succeed on a Constitution saving throw or have disadvantage on the next attack roll it makes before the end of your next turn, and be unable to make opportunity attacks for the same duration. A creature immune to the blinded condition automatically succeeds on this saving throw.

Crystal Shard

Metacreativity Omen


  • Cost: 0
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

Focusing your mind, you conjure a sharp-edged crystal of magical force out of thin air and flick it at a target you can see. Make a ranged psionic attack roll against a creature within range. On a hit, the target takes 1d6 magical piercing damage. The crystal vanishes after the attack.

As you grow in power, you can conjure more crystals at once and make additional attacks: two crystals at 5th level, three crystals at 11th level, and four crystals at 17th level. You can use the crystals to attack the same target or different ones. Make a separate attack roll for each crystal.


Augments:


Deadly (1 pp): You make your crystals sharp edged and extra deadly. All crystals you create with this use of Crystal Shard deal an additional 1d6 magical piercing damage.


Spreading (2 pp): You create an additional crystal with this use of Crystal Shard.

Demoralize

General Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Duration: Up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion, Psi Warrior

Enhancing your voice with psionic energy, you speak words to demoralize and confuse those who oppose you. For the duration of the power, you may add 1d4 to Intimidation, Persuasion, and Deception checks against creatures with an Intelligence score above 6.


Augments:


Offputting (1 pp): Forcing extra power into your voice, you may add 1d8 instead of 1d4 to all relevant checks.

Detect Psionics

General Omen


  • Cost: 0
  • Casting Time: 1 action
  • Range: Personal
  • Duration: Up to 10 minutes
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion

For the duration, you sense the presence of psionic power within 30 feet of you. If you sense psionic power in this way, you can use your action to see a faint aura around any visible creature or object in the area that can use psionics, and you learn its discipline(s), if any.

The power can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.


Augments:


Penetrating (1 pp): This power is no longer blocked by stone or metal.


Shared (1 pp): You can touch one creature and share your vision of psionic auras. The creature loses the vision of psionic auras if you cease touching it.

Empathy

Telepathy Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Duration: Up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion

You detect the surface emotions of any creature you can see that is in a 30 foot radius centered on you, and has an Intelligence higher than 6. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.

You gain advantage on insight bonus on any Insight checks that you make against a creature affected by this power.


Augments:


Encompassing (1+ pp): For every additional power point spent, this power’s range and the radius of its area increases by 5 feet.


Enduring (2 pp): This power’s maximum duration increases to 1 hour.

Energy Ray

Psychokinesis Omen


  • Cost: 0
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

Calling forth elemental power, you discharge it in a ray of energy. You can use your action to make a ranged power attack against a creature within range. On a hit, the target takes 1d10 points of damage of a type you choose, chosen from the following list: fire, cold, lightning, thunder, or acid.

As you grow in power, your energy rays become more potent, increasing the damage of this power to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.


Augments:


Power Overwhelming (3 pp): The creature you hit gains vulnerability to the energy time chosen when you manifested this power. This vulnerability lasts until the end of the round. If the creature normally as vulnerability or immunity to the chosen energy type, then this augment has no effect.


Bursting (1 pp): Whenever you hit a creature with this power, each other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes half as of the damage you roll on this power.

Far Hand

General Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Duration: 10 minutes
  • Focus?: No
  • Concentration?: Yes
    • Classes: Psion, Psi Warrior

When you use this power, you can manipulate small objects within 30 feet with your mind as if using your hand to interact with it. You can use this power to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can’t Attack, activate magical items, or carry more than 10 pounds in this manner. You can move an item you are controlling in this way up to 30 feet during your turn.


Augments:


Strength of Mind (1+ pp): You can spend 1 or more psi points to increase how much you can move this way by 100 pounds per psi point spent for 1 turn per psi point spent.


Strength of Will (1 pp): You may ignore the restriction against attacking with this power, and you may throw objects to attack. Objects thrown this way deal 1d4 bludgeoning, slashing or piercing damage, depending on the item in question. Attacking this way takes your action.

Force Screen

General Omen


  • Cost: 0
  • Casting Time: 1 Bonus Action
  • Range: Personal
  • Duration: End of Round
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

Channeling the power of your mind, you throw up a shield of mental energy. You add +2 to your AC until the end of the current round.


Augments:


Strengthened Barrier (1+ pp): You may add an additional +1 to your AC for each psi point spent.


Widened Barrier (2+ pp): For every two psi points spent on this augment, the range of this power increases by a 10 foot radius. The barrier affects only the creatures inside the radius that you choose.

Inertial Armor

Psychoportation Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: 1 hour
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

Warping gravity around yourself, you cause the blows of your enemies to miraculously miss your body. For the duration of this power, your base AC becomes 13 + your Intelligence modifier.


Augments:


Lasting (2 pp): This power's duration becomes 8 hours.


Metamorphosis

Psychometablism Omen


  • Cost: 0
  • Casting Time: 1 action
  • Range: Personal
  • Duration: 1 Minute
  • Focus?: No
  • Concentration?: No
  • Classes: Psion

You channel your psionic power, snapping bones and twisting flesh, transforming yourself into a new shape or form. You can take the form of any creature of the same size as yourself, but this is a purely cosmetic change, your abilities, powers or stats do not change. You gain advantage on Deception checks made to appear as your new form.


Augments:


Quick Change (1 pp): The casting time for this omen changes to a bonus action

Missive

Telepathy Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: 25 feet
  • Duration: Instantaneous
  • Focus?: No
  • Concentration?: No
  • Classes: Psion

Reaching out with your psionic power, you touch another creatures mind within range and speak a message directly into it's mind. This message can consist of up to 10 words, and the only the chosen creature can hear it. The creature cannot reply telepathically. If you do not share a common language, the creature “hears” meaningless mental syllables.


Augments:


Reaching (1+ pp): Increase the range of this power by 5 feet for each psi point spent.


Celerity (2 PP): Your message can consist of up to 25 words.

Mind Thrust

Telepathy Omen


  • Cost: 0
  • Casting Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous
  • Focus?: No
  • Concentration?: No
  • Classes: Psion

You batter a creature within range with a torrent of psionic power. Make a ranged power attack roll against the target. On a hit, the target takes 1d6 magical bludgeoning damage.


Augments:


Battering Ram (1+ pp): For each psi point spent, the damage of this power increases by 1d6.


Mind-Shatter (3 pp): A creature hit by this power must succeed on an Intelligence saving throw or be stunned until the beginning of your next turn.

Mindblade

Metacreativity Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: 1 minute
  • Focus?: Yes
  • Concentration?: No
  • Classes: Psion, Psi Warrior

You shape ectoplasm into a weapon of pure psionic force. The weapon can take the shape of any mundane melee weapon you have seen, and uses the in game statistics of that weapon, except it deals psychic damage instead of it's normal damage type. Your mindblade qualifies for any feats, fighting styles, or features that require a specific weapon or weapon property, as long as the form it is in would qualify.


Whenever you hit a creature with your mindblade, you may expend your psionic focus to double the number of damage dice you roll. This effect is cumulative with critical hits. After you roll damage, this power ends, and you must regain psionic focus before you can use it again.


Augments:


Mindrazor (1-3 pp): For each psi point you spend, your mindblade gains a +1 bonus to attack and damage rolls.


Bladewhirl (2 pp): Your mindblade gains the thrown property with a range of 30/60, if it did not have it before. Additionally, if you throw your mindblade, it automatically reforms in your hand at the end of your turn.

Precognition

Clairsentience Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: Up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion, Psi Warrior

You channel your presience to receive momentary glimpses of the future, improving your chances of success. Until your concentration ends, whenever you make an attack roll, saving throw, or ability check, you roll a d4 and add it to the total.


Augments:


Intensify (2 pp): For the duration of the power, you add 2d4 to the relevant checks, instead of 1d4.


Skate

Psychoportation Omen


  • Cost: 0
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: Up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psi Warrior

Manifesting pure speed, you alter the effects of friction on your feet. You can slide along solid ground as if on smooth ice. You retain equilibrium by mental desire alone, allowing you to gracefully skate along the ground, turn, or stop suddenly as desired.


You may Dash as a bonus action during the duration of this power, and you may move up or down vertical surfaces without needing to make Acrobatics checks, as long as you do not end your movement on a vertical surface.


Augments:


Slippery (1 pp): Friction has no hold on you. You cannot be grappled while this power is active.


Vigor

Psychometabolism Omen


  • Cost: 0
  • Casting Time: 1 action
  • Range: Personal
  • Duration: 1 Hour
  • Focus?: No
  • Concentration?: No
  • Classes: Psi Warrior

You suffuse yourself with power, gaining 5 temporary hit points.


Augments:


Wellspring (1+ pp): For every psi point you spend on this power, you gain an additional 5 temporary hit points.

1st Level Powers

Baleful Mind Trap of Surtr

1st Level Telepathy Power


  • Cost: 5 Power Points
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: End of your next turn
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

You set up a trap in your mind against mental intruders. Anyone who attacks you with a telepathy power or mind-affecting effect immediately loses 1d6 power points. This power’s effect does not negate the power that is currently being used against you. Creatures that do not have power points must make a Constitution saving throw or be poisoned until the end of your next turn.


Augments:


Enduring (1+ pp): For every power point you spend on this power, the duration increases by 1 round.

Banshee's Hearing

1st Level Clairsentience Power


  • Cost: 5 Power Points
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion, Psi Warrior

Like the spectral undead, you attune your senses to the heartbeats of the living. You gain blindsight with a range of 60 ft. However, any target that does not have a heartbeat (undead, constructs, some aberrations, etc.) is treated as having total concealment from your blindsight. Your normal senses continue to function.


Augments:


Heartseeker (4 pp): By spending an additional 4 power points, the duration of this power becomes 1 hour.

Body Adjustment

1st Level Psychometabolism Power


  • Cost: 5 Power Points
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: Instant
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

You take control of your body’s healing process, accelerating them to heal yourself for 1d10 hit points.


Augments:


Accelerated (2+ pp): For every 2 additional power points you spend, this power heals an additional 1d10 hit points.

Concussion Blast

1st Level Psychokinesis Power


  • Cost: 3 Power Points
  • Casting Time: 1 action
  • Range: 100 feet
  • Duration: Instant
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

A creature you can see within range is pummeled with pure force. Make a ranged power attack roll against the target. On a hit, the target takes 2d6 Force damage.


Augments:


Potency (2+ pp): For every 2 power points you spend on this power, the damage increases by 1d6.


Spreading (2+ pp): For every 2 power points you spend on this power, you can target an additional creature you can see within range with this power.

Detect Hostile Intent

1st Level Clairsentience Power


  • Cost: 3 Power Points
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 10 minutes
  • Focus?: No
  • Concentration?: No
  • Classes: Psion

While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised.


Augments:


Enduring (1+ pp): For every power point you spend on this power, the duration increases by 10 minutes.

Dispel Psionics

1st Level General Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instant
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

You choose one creature, object, or psionic effect within range. Any power of 2nd level or lower on the target ends. For each power of 2rd level or higher on the target, make an ability check using your psionic ability. The DC equals 10 + the powers's level. On a successful check, the power ends.


Augments:


Potency (3 pp): If you spend 3 additional power points on this power, you gain advantage on any ability checks made to dispel psionic effects on the target.


Widen (6 pp): If you spend 6 additional power points, you dispel or supress all psionic effects within range instead.

Dimension Swap

1st Level Psychoportation Power


  • Cost: 3 Power Points
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Duration: Instant
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

You instantly swap positions between your current position and that of a friendly creature you can see within range. Alternatively, you can swap the positions of any two friendly creatures you can see within in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures.


Augments:


Enveloping (2+ pp): For every 2 additional power points you spend on this power, this power can affect a target one size category larger.


Wide Area (2+ pp): For every two power points spent on this power, the range of this power increases by 10 feet.

Ectoplasmic Charged Armor

1st Level Metacreativity Power


  • Cost: 3 Power Points
  • Casting Time: 1 bonus action
  • Range: Personal
  • Duration: 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psi Warrior, Soulblade

You cover yourself with charged ectoplasm that reacts to any physical attacks by transforming the kinetic energy into volatile crystal shards. Any creature that hits you with a melee attack takes 2d6 points of piercing damage. Each time the power discharges, the number of dice is halved, down to a minimum of 1d6. Once this power reaches 1d6, the power ends after the next discharge.


Augments:


Potency (2+ pp): For every 2 additional power points you spend on this power, increase the base damage by 2d6.


Formless Armor (2 pp): If you spend 2 additional power points, each discharge only removes 1d6 from the next damage roll, instead of halving it.

Energy Push

1st Level Psychokinesis Power


  • Cost: 3 Power Points
  • Casting Time: 1 action
  • Range: 60 foot cone
  • Duration: Instant
  • Focus?: Yes
  • Concentration?: No
  • Classes: Psion, Psi Warrior

You project a solid blast of energy outwards, sending creatures flying. All creatures within range must make a Dexterity saving throw, taking 2d6 damage of one of the following types, chosen when you use the power; cold, fire, lightning, thunder, or acid damage. Additionally, the creatures affected by this power are pushed back 10 feet and become prone. A creature that succeeds on the Dexterity saving throw takes half damage and is not pushed back. If you expend your psionic focus when you use this power, it automatically becomes a critical hit.


Augments:


Potency (2+ pp): For every 2 additional power points you spend on this power, increase the damage by 1d6.


Energy Rings

1st Level Psychokinesis Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: 40 feet
  • Duration: Up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion, Psi Warrior

You create an immobile cylindrical stack of rings of one of the following energy types, chosen when you use the power; cold, fire, lightning, thunder, or acid, which surrounds a hostile creature within range, threatening to harm them if they move. When initially placed, these rings do no damage, but they discourage your foe from undertaking movement. While surrounded by energy rings, the targeted creature's speed becomes 0, but they may still take actions as usual, including making ranged or melee attacks, or manifesting powers without hindrance.

In order to escape the energy rings, the target must first succeed at a Strength saving throw to break the rings. A creature that fails this saving throw takes 2d6 damage of the chosen type, while on a successful saving throw, the power ends and the creature takes half of the power's damage.


Augments:


Potency (2+ pp): For every 2 additional power points you spend on this power, increase the damage dealt by 1d6.

Empathic Understanding

1st Level General Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: 30 foot radius
  • Duration: 10 minutes
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion, Psi Warrior, Soulblade

You establish a field of psychic energy around yourself that facilitates easy communication between individuals, enabling them to understand whatever it is that the others are asserting with perfect accuracy. This enables all creatures to understand whatever it is that others say or attempt to communicate through other language (sign language, for example) with perfect accuracy, even if they would otherwise not know the language. Even if a creature is not otherwise capable of speaking (but still possesses an intelligence score), this power can be used to interpret their feelings and emotions when they attempt to enunciate them (such as a dog barking). This does not reveal a creature’s thoughts, so a being with secrets to hide may simply keep silent inside the field to avoid detection. An unwilling creature within the area of this power may make a Charisma saving throw to avoid entering into this link and having its words or intentions understood.


Augments:


Locus of Truth (6 pp): If you spend 6 additional power points, you automatically determine when any linked creature within the area is lying.

Floral Alteration

1st Level Psychometabolism Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: 40 feet
  • Duration: 1 hour
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

Channeling psionic power through an environment, you stimulate or purge plant life in one of a variety of ways;

  • Clear Growth: This version of the power causes normal vegetation within range to shrink to about one-third normal size, becoming untangled and less bushy. The affected vegetation is reduced in size and potency, enabling individuals to travel at normal speeds through an otherwise-overgrown area. Any difficult terrain caused by plant life in the affected becomes normal terrain for the duration of this power.
  • Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within range to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. The area affected becomes difficult terrain for the duration of this power.

You may choose to cast this power over 8 hours. If you do so, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. Alternatively, you may blight the land, causing all plants to yield half the normal amount of food when harvested.


Augments:


Wide Area (2+ pp): For every two power points spent on this power, the range of this power increases by 10 feet.

Psychic Bodyguard

1st Level Telepathy Power


  • Cost: 3 Power Points
  • Casting Time: 1 minute
  • Range: 100 feet
  • Duration: 1 hour
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion

You forge a specialized telepathic connection between yourself and one friendly creature in a specialized ritual. Whenever that friendly creature must make an Intelligence saving throw, you make the saving throw instead as if the effect targeted you. If you fail in the saving throw, the friendly creature suffers the consequences of the effect that forced the saving throw, and you must make an additional Intelligence saving throw at the same DC or be stunned until the end of your next turn. The affected creature may willingly fail saves against harmless powers without causing you to be stunned. Once the connection is forged, you can make Intelligence saving throws for the affected creature as long as they remain in range. The power immediately ends after you have made a successful saving throw for the target.


Augments:


Stalwart (2+ pp): For every additional 2 power points spent, the power lasts for one additional successful Intelligence save.


True Sentinel (8 pp): If you spend 8 additional power points, the power is not discharged after making a successful Intelligence saving throw.

Twitch

1st Level Psychometabolism Power


  • Cost: 3 Power Points
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instant
  • Focus?: No
  • Concentration?: No
  • Classes: Psion, Psi Warrior

You force one creature you can see within range to make a Wisdom saving throw. On a failed save, the creature takes one of the following actions immediately:

  • The creature drops one item it is holding.
  • The creature moves up to 10 feet in any direction you choose. This movement does provoke attacks of opportunity.
  • The creature falls prone.

If the creature succeeds on their saving throw, they take a 1d4 penalty to their next attack roll as the focus required to keep their body from twitching distracts them.


Augments:


Spreading (2+ pp): For every 2 additional power points you spend, you can choose an additional creature you can see within range to affect with this power.

Whirling Blades (submitted by ibdn)

1st Level Psychokinesis Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion, Psi Warrior

You animate a melee weapon within range that is not being worn or held by another creature. For the duration, you may use a bonus action to move the weapon up to 30 feet to another point within range and make one melee psionic attack against a creature or object with the reach of that weapon.


Augments:


Multiblade (2-8 pp): For every two power points spent on this power up to it's limit, you may animate an additional weapon. When you use your bonus action to move and attack with your animated weapons, you may move and attack with all animated weapons.


Wide Area (2+ pp): For every two power points spent on this power, the range of this power increases by 15 feet.

Fracture Pattern

1st Level Psychometabolism Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion

You brutally rewrite the pattern of your target, leaving them vulnerable to further attack. Choose a hostile creature within range to make a Constitution saving throw; on a failed saving throw, the creature becomes Vulnerable to one of the following damage types, chosen when you use this power; cold, fire, lightning, thunder, or acid damage.


Augments:


Rending (2+ pp): For every 2 additional power points you spend, your target suffers 1d6 points of Force damage as their pattern is violently rent by your will.


Devastating (4+ pp): For every 4 additional power points you spend, this power affects an additional target within range.

Lift

1st Level Psychoportation Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion

With a mental thrust you fling your foe upwards then suspend them there. When you manifest lift, you cause a creature you can see within range to float unnaturally five feet above the ground. The affected creature's speed becomes 0, unless it has a flying speed, which is unaffected. Additionally, a creature that is able to reach walls, items, or creatures nearby may use their bonus action to push themselves up to 10 feet horizontally.

Mindhunter

1st Level Clairsentience Power


  • Cost: 5 Power Points
  • Casting Time: 6 hours
  • Range: Personal
  • Duration: Instant
  • Focus?: No
  • Concentration?: No
  • Classes: Psion

By use of a secret ritual, you psionically split your subconscious mind from your body, sending it out to search for another person’s subconscious. If the creature is intelligent and not immune to psychic damage, the subconscious mind tracks it down and returns with the information at the end of the power casting time.


The target creature may make an Intelligence saving throw to avoid being found. If the creature fails, you gain a general knowledge of where the target creature resides if they are on the same plane. You are granted a general overview of the surroundings and a rough estimate of where they are from your current position such as “in a wood 20 miles to the northwest”.


You must be able to form a mental picture of the target, either through direct personal knowledge, from a picture or portrait, or from a description of the person, in order to use this power.

Quas'Thelin's Psionic Blast

1st Level Telepathy Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: 30 foot cone
  • Duration: Instant
  • Focus?: Yes
  • Concentration?: No
  • Classes: Psion

The air ripples with the force of your mental attack, which blasts the minds of all creatures in range. All creatures in range must succeed on an Intelligence saving throw or take 3d8 psychic damage, and be stunned until the end of their next turn. A creature that succeeds on this saving throw takes half damage, and is not stunned. Creatures behind cover have advantage on this saving throw but must still make it or be affected by this power.


If you expend your psionic focus when you cast this power, you may reroll any 1s or 2s rolled on the damage dice, keeping the new result instead.


Augments:


Potency (2+ pp): For every 2 additional power points you spend on this power, increase the damage dealt by 1d8.


Lance (4 pp): If you spend 4 additional power points on this power, it's range becomes a 40 foot line instead.

Sharpened Edge

1st Level Metacreativity Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: Touch
  • Duration: Up to 1 minute
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion, Psi Warrior

You psionically make a weapon that you touch keen, improving its ability to deal telling blows. The weapon's attacks score a critical hit on a roll of 19 or 20. If a feature you possess would already grant you this ability, then the weapon's attacks score a critical hit on a roll of 18, 19, or 20. The power can be manifested only on piercing or slashing weapons. If used on arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. This power only functions on a weapon you are wielding.

Time Hop

1st Level Psychoportation Power


  • Cost: 5 Power Points
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: Until the end of your next turn
  • Focus?: No
  • Concentration?: Yes
  • Classes: Psion

You psionically shunt a creature you can see within range forward in time. In effect, the creature seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. While gone, the creature is incapacitated. The creature reappears in exactly the same orientation and condition as before. The targeted creature may make a Wisdom saving throw, avoiding the effect on a success. A creature that fails this save may attempt the saving throw again at the end of each of it's turns, ending this power on a success. A creature may choose to fail this saving throw.


Augments:


Spreading (2+ pp): For every 2 additional power points you spend, you can choose an additional creature you can see within range to affect with this power.

 

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