The Psion (A Revision of the Mystic)

by octopus_rex

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The Psion

Weathering the onslaught of a powerfully built bandit, a lean elf carefully blocks blow after frenzied blow, then picks a moment to counter with an unnaturally powerful attack of his own. The last thing the bandit feels as the elf's blade cuts across it's chest is a sharp, blinding pain lancing through it's mind. As it lays twitching in the dirt, the elf grimly turns to face another bandit.

A human woman and her rakish male companion walk down a dark alley and approach a door, guarded by a Goliath. As they move to walk past the guard he stops them with a hand on the man’s chest, and asks for the password. After a long pause the guard’s hand on the man’s chest tightens, grasping the man’s shirt in his fist. The man worriedly looks over to the woman, who, staring intently at the guard, utters one word, firmly and confidently. The guard releases his grip, and with some disappointment steps aside.

An orc sees a dwarf conjure a flame into its hands and throw it forward through the air, landing in a line across the ground and erupting into a long wall of fire, consuming a number of his shrieking compatriots and splitting his fighting group in half. He rushes forward and swings his axe hard and true, knocking the dwarf back and cutting a large gash into its chest. The dwarf, unphased, steadies himself and faces the orc, the conflagration still ablaze. With a gesture of the dwarf's hand, the orc is hurled through the air and into the flames.

These psions are the quintessential manipulators of psionic power. Psions unleash the potential locked within every conscious mind: applying force with just a thought, controlling, concentrating, and magnifying the elemental energies around them, and invading the minds of other creatures, affecting their thoughts, feelings, and actions.

An Other Kind of Power

Only the most wisened of psions, be it through self discovery or formal education, know that psionic power is born through the exposure of their resident plane to the Far Realms. They are divided, however, in their beliefs on the nature of that birth. Some believe that the ultimate source of psionic power lies within the Far Realms, while others believe that it’s a native power emergent in response to the Far Realms’ threats.

All users of the power, however, recognize the otherness of their abilities. Whereas arcane and divine magicians learn to sculpt and control power drawn from a source greater than themselves, psions strive through a combination of innate talent, practiced skill, and pure dedication of will to draw forth and wield a power that seems to spring from within themselves.

While many of the manifestations of this source of power do not differ discernibly from those of arcane or divine origin, some do. Psions tend to be capable of subverting a creature’s conventional defenses entirely, making vulnerable or assaulting directly the creature’s very core: their mind, their thoughts, their will, their senses, their emotions. Some psions are even able, with great focus, to wield their abilities with

little or no outward indication of doing so.

The natural response to these abilities, especially in places where their occurrences are rare, is often times a reactionary fear, revulsion, and hatred.

The Weirding Way

Psionic power is rare and emerges unpredictably, first manifesting at any age and at any scale of strength. The wellspring of psionic power lies within the self, it's flow directed by mere thought, and individuals who find themselves suddenly bestowed with psionic abilities often initially lack the discipline of thought to keep their powers contained and under control. The consequences can be disastrous, as unintended as they may be.

The hostile responses from individuals and communities exposed to psionic power can be a harrowing experience for those who wield it, and they oftentimes spark a determined survivalist streak in those who live through them. How that streak comes out in their behavior differs from psion to psion. Some devote themselves to hiding their abilities from others and practice them only covertly, while some do their best to disguise their powers as arcane or divine in origin. Some refuse to use them altogether. These psions are able to live relatively normal lives in all walks, though they carry with them the constant fear of discovery.

Other psions, however, choose another path: one of self actualization, of seeking the realization of their full potential. They don’t want to live fearfully within a society that rejects them, and they don’t need to. Practicing with their powers constantly, gaining refined control, deepening their understanding and strength, pushing their endurance to new lengths, testing themselves against ever greater challenges: these psions are adventurers.

Creating a Psion

The most important aspect to consider when making a psion is how the otherness of their powers has affected their lives. How do they regard their own powers? How have their powers affected their relationships with the people closest to them? What was their life like before their powers emerged, and how was their life changed by their emergence?

Another thing to keep in mind is which abilities first manifested themselves for the psion, and whether or not their associated disciplines will encourage them to choose a thematic psionic aptitude.

Class Features

As a psion, you gain the following class features

Hit Points

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

The Psion
Level Proficiency Bonus Features Disciplines Known Spells Known Psi Points Spell Level Maximum
1st +2 Psionics, Psychic Combat 2 3 2 1st
2nd +2 Mind Over Matter, Overdraw 2 4 4 1st
3rd +2 Aberrant Aptitude 3 5 6 2nd
4th +2 ASI 3 6 6 2nd
5th +3 - 4 7 10 3rd
6th +3 Aberrant Aptitude Feature 4 8 10 3rd
7th +3 Resilience of Mind 4 9 12 4th
8th +3 ASI 5 10 12 4th
9th +4 Stillness of Mind 5 11 14 5th
10th +4 Aberrant Aptitude Feature 5 12 14 5th
11th +4 Discipline Mastery (6th) 6 12 18 5th
12th +4 ASI 6 13 18 5th
13th +5 Discipline Mastery (7th) 6 13 20 5th
14th +5 Aberrant Aptitude Feature 6 14 20 5th
15th +5 Discipline Mastery (8th) 6 14 22 5th
16th +5 ASI 6 15 22 5th
17th +6 Discipline Mastery (9th) 6 15 26 5th
18th +6 Aberrant Aptitude Feature 6 16 26 5th
19th +6 ASI 6 16 26 5th
20th +6 Perfection of Mind 6 16 26 5th

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Two of your choice

Psionics

Psionic Disciplines

A psionic discipline is a set of conceptual exercises or mental practices that allow a psion to control, focus, and shape psionic power toward a directed end. Beginning by pulling on a single emergent thread of ability, a psion may in time find themselves unraveling the potential of powers only previously imagined.

At 1st level, you know two psionic disciplines, chosen from the list at the end of this chapter. Each discipline consists of an emergent ability and a spell list. When you learn a discipline you gain it’s emergent ability, and may choose spells from it’s spell list when you learn new spells.

The Disciplines Known column of the Psion table shows the total number of disciplines you know at each level; when that number goes up for you, you learn a new discipline.

Psi Points

You have a pool of mental strength represented by psi points. The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Psion table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum when you finish a long or short rest. The number of psi points you have can’t go below 0 or over your maximum.

Manifest Mind

You can spend your psi points to cast a psion spell that you know. The number of points you must spend to do so depends on the level of the spell, as noted in the table below. Unless otherwise noted, the spell you cast cannot exceed your spell level maximum as indicated on the Psion character table for your level. Spells cast in this way do not require material components, except for those that have a cost indicated in the spell's description.

Psi Point Cost For Spells
Spell Level Psi Point Cost
Cantrip 0 pts
1st 2 pts
2nd 3 pts
3rd 5 pts
4th 6 pts
5th 7 pts
6th 9 pts
7th 10 pts
8th 11 pts
9th 13 pts

Spellcasting Ability

Intelligence is your spellcasting ability for your psion spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a psion spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Learning Spells of 1st Level and Higher

Each discipline has its own spell list. You know three 1st-level spells of your choice from the spell lists of the disciplines you know. Any spell you learn from a discipline’s spell list is a psion spell for you.

The Spells Known column of the Psion table shows when you learn more psion spells. When the number goes up for you, you learn a new spell. Each spell you learn must be chosen from the spell lists of the disciplines you know, and it must be of a level no greater than your spell level maximum (as noted in the Psion class table). For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the psion spells you know and replace it with another spell from the spell lists of the disciplines you know. That spell must also must be of a level no greater than your spell level maximum.

Psychic Combat

Beginning at 1st level, through disciplined practice you learn how to wield the power of your will in martial combat: to attack and defend with both mind and body.

Bonus Cantrip

You learn the Psionic Blast cantrip.

Synchronized Assault

When you make an attack roll against a creature that you are targeting with a weapon attack or with a cantrip, you can use a bonus action to simultaneously assault it's mind. When you do so, the creature must succeed on an Intelligence saving throw vs your psion spell save DC or take 1d4 psychic damage.

This damage increases by 1d4 when you reach 5th level in this class, and again by another 1d4 when you reach 11th and 17th level.

Unarmored Defense

While you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Mind Over Matter

Beginning at 2nd level, your mental discipline allows you to maintain focus to such a level that you are able to disregard bodily harm. When you cast a spell that requires your concentration, you can choose to gain a number of temporary hit points equal to your psion level + your Intelligence modifier (minimum of 1).

When you take damage while you have these temporary hit points, you do not need to make a Constitution saving throw to maintain your concentration as a result of taking that damage. You lose any remaining temporary hit points when you stop concentrating on the spell.

Once you use this ability you cannot use it again until you complete a long or short rest.

Overdraw

Starting at 2nd level, when you would otherwise be capable of casting a spell with your Manifest Mind ability but do not have enough psi points to do so, you can instead lose all of your remaining psi points, gain one level of exhaustion, and cast the spell without paying it’s psi point cost. Once you use this ability you cannot use it again until you complete a long rest.

Aberrant Aptitude

At 3rd level you begin to express a defining talent, which is represented by an aberrant aptitude of your choice: Telekinetic, Telepath, or Nomad.

Your aberrant aptitude gives you features when you choose it at 3rd level, and additional features at 6th, 10th, 14th, and 18th level.

Ability Score Increase

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.

Resilience of Mind

Starting at 7th level, you have resistance to psychic damage.

Stillness of Mind

Beginning at 9th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Discipline Mastery (6th Level)

At 11th level, your dedicated exploration of psionic energy and focused techniques culminates in a discipline mastery. Choose any spell of 6th level or lower from the spell list of a discipline you know. That spell is a discipline mastery for you.

You can use your Manifest Mind ability once to cast either a discipline mastery or another psion spell you know at 6th level. If the spell you cast is a discipline mastery then you can cast it without paying it's psi point cost. You must finish a long rest before you can do so again.

Discipline Mastery (7th Level)

At 13th level, your dedicated exploration of psionic energy and focused techniques culminates in a discipline mastery. Choose any spell of 7th level or lower from the spell list of a discipline you know. That spell is a discipline mastery for you.

You can use your Manifest Mind ability once to cast either a discipline mastery or another psion spell you know at 7th level. If the spell you cast is a discipline mastery then you can cast it without paying it's psi point cost. You must finish a long rest before you can do so again.

Discipline Mastery (8th Level)

At 15th level, your dedicated exploration of psionic energy and focused techniques culminates in a discipline mastery. Choose any spell of 8th level or lower from the spell list of a discipline you know. That spell is a discipline mastery for you.

You can use your Manifest Mind ability once to cast either a discipline mastery or another psion spell you know at 8th level. If the spell you cast is a discipline mastery then you can cast it without paying it's psi point cost. You must finish a long rest before you can do so again.

Discipline Mastery (9th Level)

At 17th level, your dedicated exploration of psionic energy and focused techniques culminates in a discipline mastery. Choose any spell of 9th level or lower from the spell list of a discipline you know. That spell is a discipline mastery for you.

You can use your Manifest Mind ability once to cast either a discipline mastery or another psion spell you know at 9th level. If the spell you cast is a discipline mastery then you can cast it without paying it's psi point cost. You must finish a long rest before you can do so again.

Perfection of Mind

At 20th level, your mastery of psionic power reaches it's pinnacle. Your physical form is infused with the psionic energy of your mind. You gain the following benefits:

  • You are immune to poisons and non-magical disease.
  • You no longer age.
  • Your Intelligence score increases by 4, up to a maximum of 24.
  • When you roll initiative and your psi point total is less than 7, it becomes 7.

Aberrant Aptitudes

As a psion's abilities grow and mature a particular aptitude emerges. Whether through directed study and practice or through innate, natural talent, they develop a greater gift with one form of psionics over all others.

Telekinesis

Those with an aptitude for telekinesis apply force at a distance with nothing more than the effort of their thought, and enhance their own physical strength with that of their mind. A gifted telekineticist bends reality when they flex their mind.

Telekinesis Features
Psion Level Features
1st Telekinetic Predisposition, Strength of Mind
6th Adept of Force
10th Greater Strength of Mind
14th Repulse
18th Master of Force

Telekinetic Predisposition

Your predisposed talent for telekinetic power becomes clear. You gain the following:

Bonus Discipline: You learn the Telekinesis discipline. If you already know that discipline, you may choose another. This discipline does not count toward your number of disciplines known.

Greater Emergent Ability: When you cast Mage Hand it can handle weight up to a number of pounds equal to five times your Intelligence modifier (minimum 10).

Strength of Mind

You can add your Intelligence modifier to Strength (Athletics) ability checks and to the distance of your high and long jumps.

Adept of Force

When you make an Unarmed Strike to Grapple or Shove a target, the target may be within 30 feet of you, rather than within 5 feet. Additionally, you may use your Intelligence modifier, rather than your Strength modifier, when calculating the saving throw DC to resist these attacks.

Greater Strength of Mind

You can cast Levitate targeting yourself without paying it's psi point cost.

Repulse

When you reach 14th level, you can use an action to force any number of creatures and unsecured or unattended objects of your choice within 30 ft of you to be thrown up to 30 ft directly away from you, knocking any creature prone.

Creatures size huge and larger and objects weighing more than 500 lbs are moved half as far and are not knocked prone. Once you use this ability you cannot use it again until you complete a long rest.

Master of Force

At 18th level you choose a spell that you know of 1st or 2nd level from the Telekinesis discipline. When you cast the chosen spell at 2nd level or lower, you may do so without paying it's psi point cost.

Telepath

Psions with a gift for telepathy can perceive the minds around them. Reaching out with their psionic senses, they feel and probe them, reading their thoughts and implanting their own, finding mental weaknesses and striking at the core of consciousness.

Telepath Features
Psion Level Features
1st Telepathic Predisposition, Cognitive Sensitivity
6th Adept of Thought
10th Greater Cognitive Sensitivity
14th Sap Psyche
18th Master of Thought

Telepathic Predisposition

Your predisposed talent for telepathic power becomes clear. You gain the following:

Bonus Discipline: You learn the Telepathy discipline. If you already know that discipline, you may choose another. This discipline does not count toward your number of disciplines known.

Greater Emergent Ability: The range of your Telepathy emergent ability doubles, and you may use it to communicate with a number of creatures equal to your Intelligence modifier at the same time. If you are familiar with a creature, you do not need to see them to be able to communicate with them telepathically as long as they are still within range.

Cognitive Sensitivity

You gain proficiency with the Insight skill. Whenever you make an Insight (Wisdom) ability check you can add your Intelligence modifier to the roll.

Adept of Thought

Starting at 6th level, when you cast Detect Thoughts, you can do so without providing the verbal or somatic components of the spell.

Additionally, when you use an action to probe deeper into the thoughts of a target, you may spend 1 psi point to prevent it from knowing that you are probing into its mind.

Greater Cognitive Sensitivity

At 10th level, you can detect the origins of nearby mental vibrations and energies. You know the exact location of every

creature within 30 ft of you, regardless of whether or not you can see or hear them.

Sap Psyche

At 14th level, you can penetrate the weaknesses in a creature's consciousness. As an action, choose one creature that you can see within range of your telepathy. If the creature is not mindless it must succeed on an Intelligence saving throw made at disadvantage vs your psion spell save DC or become stunned for one minute. The condition ends if the creature fails a Strength or Dexterity saving throw, or if it takes any damage.

Once you use this ability you cannot use it again until you complete a long rest.

Master of Thought

At 18th level you choose a spell that you know of 1st or 2nd level from the Telepathy discipline. When you cast the chosen spell at 2nd level or lower, you may do so without paying it's psi point cost.

Nomad

Nomads see things others don’t, and make connections that others can’t. Be it between different ideas and thoughts, or different places in space and time, their observant and curious nature drives them ever forward to new discoveries.

Nomad Features
Psion Level Features
1st Nomadic Predisposition, Curious Mind
6th Adept of Travel
10th Greater Curious Mind
14th Temporal Step
18th Master of Travel

Nomadic Predisposition

Your predisposed talent for teleportation becomes clear. You gain the following:

Bonus Discipline: You learn the Nomadic Step discipline. If you already know that discipline you may learn another. This discipline does not count toward your number of disciplines known.

Greater Emergent Ability: You may cast the Minor Step cantrip as a bonus action.

Curious Mind

You gain proficiency with the Investigation skill. Your proficiency bonus is doubled for any ability check you make with Investigation.

Adept of Travel

Starting at 6th level, when you cast Misty Step, instead of leaving one space and occupying another when you teleport you can pause mid-step, occupying both spaces. When you do, you take on an ethereal appearance. You see, hear, and may act from either space (but do not gain any extra actions or movement). The effect lasts until the end of your turn or

until you would move from either space.

When the effect ends you choose which space to occupy, and the effect ends early if you are knocked unconscious, become incapacitated, or if you choose to end the effect as a free action on your turn.

Greater Curious Mind

At 10th level, whenever you make an ability check with a skill you are proficient in to recall knowledge on a subject, you make the check with advantage.

You also gain proficiency in a skill of your choice.

Temporal Step

Starting at 14th level you begin to see shortcuts not only through space, but through time itself, allowing you to step briefly into the future.

When you teleport, instead of leaving one space and occupying another, you may disappear from existence. At any time before the start of your next turn you may use your reaction to reappear. If you do not, then you reappear at the start of your next turn.

When you reappear, you do so in an unoccupied space that is a valid destination of the teleport that triggered this ability, and you immediately take an extra action.

Once you use this ability you may not use it again until you complete a long rest.

Master of Travel

Beginning at 18th level, you can cast Misty Step as a second level spell with your Manifest Mind ability without paying its psi point cost.

Once per round when you teleport on your turn, you can allow one willing creature within 5 feet of you to teleport to an unoccupied space within 5 ft of your destination.

Disciplines

* Indicates a new spell, listed at the end of this document

Electrokinesis

You can conjure, concentrate, and control electrical energies, bending them to your will and wielding them like weapons within your immediate vicinity.

Emergent Ability

You learn the Produce Spark cantrip.

Spell List

Thunderwave (lvl 1)
Witch Bolt (lvl 1)
Hungry Lightning (lvl 2)*
Shatter (lvl 2)
Lightning bolt (lvl 3)
Thunder Step (lvl 3)
Storm Sphere (lvl 4)
Wall of Thunder (lvl 4)*
Thunder Clap (lvl 5)*
Chain Lightning (lvl 6)
Storm of Vengeance (lvl 9)

Empathy

You are sensitive to the emotional states of the creatures around you, and capable of altering them to your own liking.

Emergent Ability:

You learn the Friends cantrip.

Spell List

Cause Fear (lvl 1)
Charm Person (lvl 1)
Share Pain (lvl 1)*
Tasha’s Hideous Laughter (lvl 1)
Calm Emotions (lvl 2)
Crown of Madness (lvl 2)
Fear (lvl 3)
Enemies abound (lvl 3)
Confusion (lvl 4)
Charm Monster (lvl 4)
World of Horror (lvl 5)*
Eyebite (lvl 6)
Power Word: Pain (lvl 7)
Antipathy/Sympathy (lvl 8)

Hydrokinesis

You can conjure, concentrate, and control water, bending it to your will and wielding it like weapons within your immediate vicinity.

Emergent Ability

You learn the Produce Frost cantrip.

Spell List

Create or Destroy Water (lvl 1)
Ice Knife (lvl 1)
Ice Sheet (Lvl 1)*

Snilloc’s Snowball Swarm (lvl 2)
Water Whip (Lvl 2)*
Tidal Wave (lvl 3)
Wall of Water (lvl 3)
Water Walk (lvl 3)
Watery sphere (lvl 4)
Control Water (lvl 4)
Cone of Cold (lvl 5)
Maelstrom (lvl 5)
Ottiluke’s Freezing Sphere (lvl 6)
Wall of Ice (lvl 6)
Tsunami (lvl 8)

Mind Control

You are capable of invading the minds of other creatures, altering their mental states and compelling their actions to conform to your own will.

Emergent Ability

You learn the Minor Compulsion cantrip.

Spell List

Command (lvl 1)
Daze (lvl 1)*
Second Thought* (lvl 1)
Sleep (lvl 1)
Enthrall (lvl 2)
Hold Person (lvl 2)
Suggestion (lvl 2)
Broken Will (lvl 3)*
Hypnotic Pattern (lvl 3)
Compulsion (lvl 4)
Dominate Beast (lvl 4)
Dominate Person (lvl 5)
Geas (lvl 5)
Mass Suggestion (lvl 6)
Otto’s Irresistible Dance (lvl 6)
Dominate Monster (lvl 8)
Take Body (lvl 9)*

Nomadic Step

You can see interdimensional thresholds that, crossed with a mere step, can move a creature incredible distances in the blink of an eye.

Emergent Ability

You learn the Minor Step cantrip.

Spell List

Defensive Step (lvl 1)*
There and Back Again (lvl 1)*
Misty Step (lvl 2)
Rope Trick (lvl 2)
Transposition (lvl 2)*
Baleful Transposition (lvl 3)*
Dimension Door (lvl 4)
Far Step (lvl 5)
Scatter (lvl 6)
Teleport (lvl 7)
Etherealness (lvl 7)

Precognition

You have a tingling sense for what is about to happen, and can bend your slight foresight into powerful advantages.

Emergent Ability

You cannot be surprised.

Spell List

Precognitive Sight (lvl 1)*
Augury (lvl 2)
Counterspell (lvl 3)
Victory Before Battle (lvl 5)*
Foresight (lvl 9)

Psychic Assault

You are capable of weaponizing your psionic abilities, aiming them towards your opponents with the intent to do harm.

Emergent Ability

You learn the Psychic Lance cantrip.

Spell List

Poison Mind (lvl 1)*
Psionic Blast (lvl 1)*
Psychic Sap (lvl 1)*
Ego Whip (lvl 2)*
Shadow Blade (lvl 2)*
Psychic Crush (lvl 3)*
Destroy Mind (lvl 3)*
Flay Mind (lvl 4)*
Mind Blast (lvl 4)*
Synaptic Static (lvl 5)
Psychic Scream (lvl 9)

Psychokinesis

You have a supernatural read on the senses of by nearby creatures, and can subtly alter them in ways that deeply change their perceptions of the reality around them.

Emergent Ability

You learn the Minor Image cantrip.

Spell List

Disguise Self (lvl 1)
Illusory Script (lvl 1)
Silent image (lvl 1)
Mirror Image (lvl 2)
Blindness/Deafness (lvl 2)
Phantasmal Force (lvl 2)
Major image (lvl 3)
Visions of Disgust (lvl 3)*
Hallucinatory Terrain (lvl 4)
Phantasmal Killer (lvl 4)
Mislead (lvl 5)
Seeming (lvl 5)
Mental Prison (lvl 6)
Project Image (lvl 7)
Illusory Dragon (lvl 8)
Weird (lvl 9)

Pyrokinesis

You can conjure, concentrate, and control flames, bending them to your will and wielding them like weapons within your immediate vicinity.

Emergent Ability

You learn the Produce Flame cantrip.

Spell List

Burning hands (lvl 1)
Hellish Rebuke (lvl 1)
Flaming sphere (lvl 2)
Scorching ray (lvl 2)
Pyrotechnics (lvl 2)
Fireball (lvl 3)
Melf's Minute Meteors (lvl 3)
Wall of Fire (lvl 4)
Flame Strike (lvl 5)
Immolation (lvl 5)
Investiture of Flame (lvl 6)
Fire Storm (lvl 7)
Incendiary Cloud (lvl 8)

Telekinesis

You are capable of acting with physical force on the world around you using nothing but the strength of your mind.

Emergent Ability

You learn the Mage Hand cantrip. When you cast the spell, the hand is invisible.

Spell List

Catapult (lvl 1)
Counterpose (lvl 1)*
Featherfall (lvl 1)
Push (lvl 1)*
Grasp (lvl 2)
Levitate (lvl 2)
Leomund’s Tiny Hut (lvl 3)
Slow (lvl 3)
Otiluke’s Resilient Sphere (lvl 4)
Telekinetic Armor (lvl 4)*
Hold monster (lvl 5)
Animate Objects (lvl 5)
Telekinesis (lvl 5)
Disintegrate (lvl 6)
Force Cage (lvl 7)
Reverse Gravity (lvl 7)

Telepathy

You can touch, probe, and penetrate the minds of other beings.

Emergent Ability

You are able to communicate back and forth telepathically with any creature you can see within 60 feet of you, but you can only do so with one creature at a time. You don’t need to share a language with the creature for you to understand each others telepathic messages, but the creature must be

able to understand at least one language or be telepathic itself.

Spell List

Dissonant Whispers (lvl 1)
Distract (lvl 1)*
Find Memory (lvl 1)*
Speak with Animals (lvl 1)
Detect Thoughts (lvl 2)
Share Thoughts (lvl 2)*
Zone of Truth (lvl 2)
Nondetection (lvl 3)
Sending (lvl 3)
Speak with Plants (lvl 3)
Modify Memory (lvl 5)
Rary’s Telepathic Bond (lvl 5)
Scrying (lvl 5)
Feeblemind (lvl 8)
Power Word: Stun (lvl 8)
Power Word: Kill (lvl 9)

New Spells

*One new spell is listed here because it is part of a 1st level base-class feature. All others are currently excluded from this document for brevity.

Psionic Blast

Cantrip Evocation


  • Casting Time: Action
  • Range: 90 ft
  • Components: V, S
  • Duration: Instantaneous

You make a ranged spell attack against one creature or object you can see within range, assaulting it with an invisible thrust of force. On a hit, the target takes 1d10 force damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

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