Psionic Martial Subclasses & Psionic Powers List

by CoffeeSorcerer69

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Roguish Archetype: Mindknife

Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Mindknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. 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 who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Mindknife as a spy.

Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Mindknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Mindknife when stealth is required against the githyanki foe.

As a Mindknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.

Psionics

Upon reaching 3rd level, you harbor a wellspring of psionic energy within yourself, that you use to augment your martial capabilities.


Psionic Energy Dice. This energy is represented by your Psionic Energy Dice, which starts as a d6, the Psionic table shows how big the Die you use is later. You have a number of Psionic Energy Dice equal to twice your Proficiency Bonus.

You regain two expended Psionic Energy Dice upon rolling for initiative, and you regain all your expended Psionic Energy dice when you finish a short or long rest.


Psionic Powers Known. You know six Psionic Powers of your choice from the Psionics Power page shown below.

The Psionic Powers Known column shows when you learn more Psionic Powers of your choice. Each of these Powers must be of a grade for which you can cast with Psionic Energy Dice. For instance, when you reach 8th level in this subclass, you can learn one new Psionic Power.

Some Psionic Powers may have a prerequisite to them, such as obtaining another Power beforehand, or character level.


Psionics Ability. Intelligence is the ability use for your Psionics Powers, since you gain your powers through the manipulation of psychic energy. You use your Intelligence whenever a Psionic Power refers to your Psionic Ability. In addition, you use your Intelligence modifier when setting the Saving Throw DC for a Psionic Power you use, and when making Attack Rolls with one.

Psionics Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Psionics Attack Modifier = your proficiency bonus +

your Intelligence modifier


















Psionics Table
Rogue Level Psionic Powers Known Psionic Energy Die
1st - -
2nd - -
3rd 6 1d6
4th 7 1d6
5th 8 1d8
6th 8 1d8
7th 8 1d8
8th 9 1d8
9th 9 1d8
10th 9 1d8
11th 10 1d10
12th 10 1d10
13th 10 1d10
14th 11 1d10
15th 11 1d10
16th 11 1d10
17th 12 1d12
18th 12 1d12
19th 12 1d12
20th 12 1d12

Telepathy

Also at 3rd level, your mind awakens to the ability to communicate via telepathy, and detect the psychic energy within others. You can detect the location of any creature within 120 feet of you that has an Intelligence Ability Score of 3 or higher. However, if the creature has successfully hidden themselves from you, you cannot detect them.


Also, as an action, choose one or more creatures you can see or know, up to a number of creatures equal to your Proficiency Bonus, and then roll one Psionic Energy Die.

For a number of hours equal to the number rolled, the chosen creatures can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the targets recognize you as the creature they're communicating with.

You and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't understand any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

Psychic Blades

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 blade is a magical simple melee weapon with the finesse and thrown properties. It's damage die is the same as your Psionic Energy Die, and it has a normal range of 60 feet and a long range of 300 feet.

On a hit, it deals 1dX + your Intelligence modifier + the Ability modifier you used for the Attack Roll in psychic damage. 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 you have a free hand to create it.

Guarded Mind

At 9th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, you're immune to the charmed and frightened conditions.

Third Eye

At 13th level, your psionics have gifted you enhanced sight that can pierce through the veils of reality. You gain the following benefits:

  • Immunity to psychic damage.
  • Expertise in Intelligence Saving Throws.
  • Truesight out to 120 feet of you.
  • Darkvision out to 300 feet of you.

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 an Intelligence saving throw. If the save fails, the target is 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.

Martial Archetype: Psionic Knight

Awake to the psionic power within, a Psionic Knight is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psionic Knight.

As a Psionic Knight, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Psionics

Upon reaching 3rd level, you harbor a wellspring of psionic energy within yourself, that you use to augment your martial capabilities.


Psionic Energy Dice. This energy is represented by your Psionic Energy Dice, which starts as a d6, the Psionic table shows how big the Die you use is later. You have a number of Psionic Energy Dice equal to twice your Proficiency Bonus.

You regain two expended Psionic Energy Dice upon rolling for initiative, and you regain all your expended Psionic Energy dice when you finish a short or long rest.


Psionic Powers Known. You know four Psionic Powers of your choice from the Psionics Power page shown below.

The Psionic Powers Known column shows when you learn more Psionic Powers of your choice. Each of these Powers must be of a grade for which you can cast with Psionic Energy Dice. For instance, when you reach 7th level in this subclass, you can learn one new Psionic Power.

Some Psionic Powers may have a prerequisite to them, such as obtaining another Power beforehand, or character level.


Psionics Ability. Intelligence is the ability use for your Psionics Powers, since you gain your powers through the manipulation of psychic energy. You use your Intelligence whenever a Psionic Power refers to your Psionic Ability. In addition, you use your Intelligence modifier when setting the Saving Throw DC for a Psionic Power you use, and when making Attack Rolls with one.

Psionics Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Psionics Attack Modifier = your proficiency bonus +

your Intelligence modifier


















Psionics Table
Rogue Level Psionic Powers Known Psionic Energy Die
1st - -
2nd - -
3rd 4 1d6
4th 5 1d6
5th 6 1d8
6th 6 1d8
7th 6 1d8
8th 7 1d8
9th 7 1d8
10th 7 1d8
11th 8 1d10
12th 8 1d10
13th 8 1d10
14th 9 1d10
15th 9 1d10
16th 9 1d10
17th 10 1d12
18th 10 1d12
19th 10 1d12
20th 10 1d12

Telepathy

Also at 1st level, your mind awakens to the ability to communicate via telepathy, and detect the psychic energy within others. You can detect the location of any creature within 120 feet of you that has an Intelligence Ability Score of 3 or higher. However, if the creature has successfully hidden themselves from you, you must make an Intelligence (Investigation) Check to detect them.


Also, as an action, choose one or more creatures you can detect or know, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy Die.

For a number of hours equal to the number rolled, the chosen creatures can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the targets recognize you as the creature they're communicating with.

You and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't understand any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other.

Guarded Mind

At 7th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, you're immune to the charmed and frightened conditions.

Third Eye

At 10th level, your psionics have gifted you enhanced sight that can pierce through the veils of reality. You gain the following benefits:

  • Immunity to psychic damage.
  • Proficiency in Intelligence Saving Throws.
  • Truesight out to 120 feet of you.
  • Darkvision out to 300 feet of you.

Psionic Infusion

At 15th level, you have mastered the psionic energy flowing through your mind and can infuse it into your attacks. When you deal damage, you deal and extra 4d8 psychic damage.

Mind and Body

At 18th level, you can align your mind and body to perfection. As a bonus action, you can enter a state of composure for one minute. While in this state, you don't spend any Psionic Energy Dice or Superiority Dice, and you recover 20 hit points at the start of each of your turns. After this state ends you cannot use it again until you finish a long rest.

Psionic Powers

All Psionic powers are sorted in order by their level and alphabetical order.


Astral Psionics.
Prerequisite: None
You can cast the Mage Hand cantrip, requiring no components, using your Psionics Ability for the Spellcasting. The hand is invisible when you cast the cantrip with this feature.

Additionally, You can cast the spells Jump and Misty Step, requiring no components, using your Psionics Ability for the spellcasting; Once you cast either spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy Die to cast it again.


Astral Arm.
Prerequisite: Astral Psionics
You can summon a third arm of psionic energy that you can move around from your back or from one of your shoulders. The arm acts as a free hand and grants you a +2 bonus to Strength and Dexterity checks or saving throws. You can make the arm invisible while not using it, but it reappears when it interacts with creatures or objects, or deals damage.


Homing Strikes.
Prerequisite: Rogue
If you make an attack roll and miss the target, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy Die.


Mentally Bolstered Knack.
Prerequisite: Rogue
When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy Die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.


Mind Sliver.
Prerequisite: Homing Strikes
As an bonus action, you can spend a Psionic Energy Die to drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must make succeed on an Intelligence saving throw or take psychic damage equal to three rolls of your Psionic Energy Die, and the first time it makes a saving throw before the end of your next turn, it must roll a d6 and subtract the number rolled from the save.


Protective Field.
Prerequisite: Fighter
When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one to three Psionic Energy Die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.


Psionic Assistance.
Prerequisite: Rogue
If you make a saving throw, and fail, you can roll one Psionic Energy Die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy Die.


Psychic Identification
Prerequisite: None
You can expend one Psionic Energy Die to cast the spell Identify, requiring no components, using your Psionics Ability for the spellcasting.


Psycho Strike.
Prerequisite: Fighter
You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 60 feet of you with an attack and deal damage to it with a weapon, you can expend one to three Psionic Energy Die, rolling them and dealing force or psychic damage to the target equal to the number rolled.


Psycho Thrust.
Prerequisite: Psycho Strike
When you deal damage to a target with your Psycho Strike, you can force the target to make a Strength saving throw. If the save fails, you can knock the target prone or move it up to 10 x your Proficiency Bonus in feet in any direction horizontally.


Telekinetics.
Prerequisite: None
You can move an object or a creature with your mind. As an action, you target one loose object or one creature that is Large or smaller. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. If your target is an enemy or hostile creature they must succeed on a Constitution saving throw.

Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.

5th Level Powers

Combine.
Prerequisite: 5th level
As a bonus action, you can combine your psychic powers with your physical reality, enhancing your physical performance. For the next minute, your movement speed increases by 30 feet, and your attacks gain a damage increase equal to one roll of your Psionic Energy Die.


Levitation.
Prerequisite: 5th level, Telekinetics
As a bonus action, you can propel your body with your mind. You gain a hover speed equal to twice your walking speed for 10 minutes. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.


Mind Blast.
Prerequisite: 5th level, Mind Reader
As an action, you can spend two Psionic Energy Die to emit psychic energy in a 60-foot cone. Each enemy creature in that area must succeed on an Intelligence saving throw or take psychic damage equal to five rolls of your Psionic Energy Die and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Mind Reader.
Prerequisite: 5th level, Astral Psionics
You can expend one Psionic Energy Die to cast the spell Detect Thoughts, requiring no components, using your Psionics Ability for the spellcasting.


Phantom Bulwark.
Prerequisite: 5th level, Protective Field
As a bonus action, you can spend two Psionic Energy Die to choose a number of creatures including yourself, up to your intelligence modifier (minimum of one) that you can see within 30 feet of you. Each of the chosen creatures is protected by three-quarters for 1 minute or until you're incapacitated.


Protect Mind.
Prerequisite: 5th Level, Mind Sliver
As an action, you can spend a Psionic Energy Die to shield you or one willing creature you can detect within 30 feet of you. The target has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws for 1 hour.


Psychic Teleportation.
Prerequisite: 5th level, Astral Pionics
As an attack action, you can teleport to the location within 60 feet of you that you can see.

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


Psychic Veil.
Prerequisite: 5th level, Psi-Bolstered Knack
You can weave a veil of psychic static to mask yourself. As an action, you can become nonmagically 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.

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


Silver Sword.
Prerequisites: 5th level, Psycho Thrust
As a bonus action, you can form pure psychic energy into a real shimmering magical silver blade. This Blade can be a Longsword or Greatsword. While you hold the sword, you can't be disarmed of it, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.

Alternatively, you can graft psionic energy into a Sword of your choice to transform it into a magical silver blade with the above benefits.

11th Level Powers

Convergence.
Prerequisite: 11th level, Combine
As an action, you combine and materialize mental and physical realities into an explosive convergence, everything within a 20 foot wide, 120 feet long line, must make a Dexterity saving throw. Creatures and objects in the line take ten rolls of your Psionic Energy Dice in force damage.


Mind Strike.
Prerequisite: 11th level, Silver Sword
As a bonus action, you can spend two Psionic Energy Die to augment your strikes with psionic energy, making a melee spell attack with a melee weapon against one creature within 5 feet of you. If the attack hits, the target takes psychic damage equal to eight rolls of your Psionic Energy Die and is stunned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Mind Thrust.
Prerequisite: 11th level, Protect Mind
As an action, you can spend two Psionic Energy Die to thrust a lance of psychic disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes psychic damage equal to eight rolls of your Psionic Energy Die, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the Psionic Powers other effects.


Telekinetic Mastery.
Prerequisite: 11th level, Levitation
You can cast the Telekinesis spell, requiring no components, using your Psionics Ability for the spellcasting. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

17th Level Powers

Telekinetic Displacer.
Prerequisite: 17th level, Displacement
You can expend three Psionic Energy Die to cast the spell Teleport on yourself alone, requiring no components, using your Psionics Ability for the spellcasting.

You can expend two Psionic Energy Die to include another creature within 30 feet of you.


Plane Warping Mind.
Prerequisite: 17th level, Telekinetic Displacer
You can expend four Psionic Energy Die to cast the spell Plane Shift on yourself alone, requiring no components, using your Psionics Ability for the spellcasting.

You can expend two Psionic Energy Die to include another creature within 30 feet of you.

This is a reference doc for me to use.

Multiclassing

If you multiclass into a class or subclass that also has Psionics, you use the bigger pool of Psionic Energy Dice, and combine your Psionic Powers Known.

Example: If you're a Psionic Knight and you multiclass into Mindknife being a 3rd level and 3rd level Rogue, your Psionic Powers known should come out to ten, while your Psionic Energy Die is an d8 and your Psionic Energy Dice pool comes out to six.

 

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