Psion
The Psion
| Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Telekinetic Grasp | 2 | 2 | 2 | - | - | - | - | - | - | - | - |
| 2nd | +2 | Psionic Order, Telepathy | 2 | 3 | 3 | - | - | - | - | - | - | - | - |
| 3rd | +2 | Psychic Focus | 2 | 4 | 4 | 2 | - | - | - | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 3 | 5 | 4 | 3 | - | - | - | - | - | - | - |
| 5th | +3 | Strength of Mind | 3 | 6 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6th | +3 | Psionic Order Feature | 3 | 7 | 4 | 3 | 3 | - | - | - | - | - | - |
| 7th | +3 | Potent Spellcasting | 3 | 8 | 4 | 3 | 3 | 1 | - | - | - | - | - |
| 8th | +3 | Ability Score Improvement | 3 | 9 | 4 | 3 | 3 | 2 | - | - | - | - | - |
| 9th | +4 | Superior Grasp | 3 | 10 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
| 10th | +4 | Psionic Order Feature | 4 | 11 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
| 11th | +4 | Thought Shield | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 12th | +4 | Ability Score Improvement | 4 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
| 13th | +5 | Telepathic Hub | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 14th | +5 | Psionic Order Feature | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
| 15th | +5 | - | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 16th | +5 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
| 17th | +6 | - | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Psionic Augmentation | 4 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Psionic Body | 4 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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: None
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two skills from Arcana, Deception, History, Investigation, Medicine, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) two daggers
- (a) an explorer’s pack or (b) a dungeoneer’s pack
- Ten darts and a scholar's pack
Spellcasting
As a psion, you can create powerful effects using nothing but your mind. Psionics and magic are two distinct forces, but you are capable of using psionic energy to tap into the weave and to manipulate it into casting spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this document for the psion spell list.
Cantrips
You know two cantrips of your choice from the psionic spell list. You learn additional psionic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table.
Spell Slots
The Psion table shows how many spell slots you have to cast your psionic spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell command and have a 1st-level and a 2nd-level spell slot available, you can cast command using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the psionic spell list.
The Spells Known column of the Psion table shows when you learn more psionic spells of your choice. Each of these spells must be of a level for which you have spell slots. 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 psionic spells you know and replace it with another spell from the psionic spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your psionic spells, so 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 psionic spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Components and Displays
When you cast psionic spells, you do not require any verbal, somatic, or material components, even when a spell specifies that it requires a costly material component in order to be cast. However, when a psionic spell is cast, a display may accompany the primary effect. This secondary effect may be auditory and/or visual, such as a greenish glow around the psion or a faint humming noise originating from the psion's forehead. No display is significant enough to create consequences for the psion or any other creatures during combat. While the specifics of a display may be left up to the player (with the approval of the DM), they always allow the psion to be identified as the source of a psionic spell (as it is with normal spell components), both during and after the spell is cast.
Telekinetic Grasp
You learn the mage hand cantrip, which doesn't count against your number of cantrips known. The spectral hand is invisible when you cast it using this feature, and can carry an amount of pounds equal to ten times your psion level. Additionally, when you manipulate the hand, you have the option to shove a creature within 5 feet of it. The target must make a Strength saving throw against your psion spell save DC. On a failed save, you either knock the target prone or push it 5 feet away from the hand.
Psionic Order
At 2nd level, you choose a Psionic Order from the list of available orders. Each order specializes in a specific approach to psionics. Your order grants you features at 2nd level and again at 6th, 10th, and 14th level.
Telepathy
At 2nd level, your mind awakens to the ability to communicate via telepathy. You can telepathically speak to any creature you can see within 60 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself. A creature without telepathy can receive and respond to these telepathic messages but can't initiate or terminate a telepathic conversation.
Psychic Focus
Starting at 3rd level, you can concentrate on two different psionic spells or features at once. When you fail a Constitution saving throw to maintain your concentration or otherwise have your concentration forcibly broken, you lose concentration on both effects. Once you use this feature, you can't do so again until you finish a long rest.
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.
Strength of Mind
Even the simplest psionic technique requires a deep understanding of how psionic energy can augment mind and body. This understanding allows you to alter your defenses to better deal with threats.
Starting at 5th level, you can replace your proficiency in Wisdom saving throws whenever you finish a long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next long rest.
Potent Spellcasting
Starting at 7th level, you add your Intelligence modifier to the damage you deal with any psionic cantrip.
Superior Grasp
At 9th level, your Telekinetic Grasp increases in potency. When you cast the mage hand cantrip via the Telekinetic Grasp feature, its casting time is one bonus action. Additionally, its range increases to 60 feet, it only disappears if it is ever more than 60 feet from you, and you can use your bonus action to manipulate the hand. Finally, when you cast a spell with a range of touch, the hand can deliver the spell as if it had cast the spell.
Thought Shield
Starting at 11th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Telepathic Hub
Starting at 13th level, you can use your telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. You brain can let those creatures telepathically hear each other while connected in this way.
Psionic Augmentation
At 18th level, your psionic energy becomes potent enough to boost your spellcasting abilities. You gain the following benefits:
- You add your Intelligence modifier to the damage you deal with any psionic spell of 1st level or higher.
- Choose a psionic spell of 1st through 3rd level that you know that has a casting time of 1 action. That spell's casting time is now 1 bonus action for you.
- When you cast a psionic spell that requires an attack roll, you can instead force the target to make an Intelligence saving throw. When a creature succeeds on a saving throw against such a spell, the creature takes half the spell's damage (if any) but suffers no additional effects. You can do this a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Psionic Body
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage.
- You no longer age.
- You are immune to disease, poison damage, and the poisoned condition.
- If you die, roll a d20. On a 16 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.
Psionic Orders
Each psionic order specializes in a specific approach to psionics. The psionic order you choose reflects your own perspective on how psionics should be used.
The available orders are the Order of the Avatar, the Order of the Awakened, the Order of the Immortal, the Order of the Nomad, and the Order of the Wu Jen.
Order of the Avatar
Psions of the Order of the Avatar delve into the world of emotion, mastering their inner life to such an extent that they can manipulate and amplify the emotions of others with the same ease that an artist shapes clay. Known as Avatars, these psions vary from tyrants to inspiring leaders who are loved by their followers.
Avatars can bring out extreme emotions in the people around them. For their allies, they can lend hope, ferocity, and courage, transforming a fighting band into a deadly, unified force. For their enemies, they bring fear, disgust, and trepidation that can make even the most hardened veteran act like a shaky rookie.
Armor Training
At 2nd level, you gain proficiency with light armor, medium armor, and shields.
Avatar of Protection
Starting at 2nd level, you can use your psionic energy to protect your allies from harm. When an ally you can see within 30 feet of you is hit by an attack, you can use your reaction to reduce the damage they take by up to your Intelligence modifier + your psion level (minimum of 1).
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Master of Emotions
When you reach 6th level, you learn the calm emotions and enemies abound spells. You can cast each spell once without expending a spell slot, and you regain the ability to cast each spell when you finish a long rest. The spells don't count against your number of spells known.
Mantle of Fury
Starting at 6th level, you can cause a creature's bloodlust to overcome its sense of preservation. As a bonus action, choose one creature you can see within 60 feet of you. The target must succeed on a Wisdom saving throw against your psion spell save DC or, for 1 minute, it can't willingly move unless its movement brings it closer to its nearest enemy that it can see. The save automatically succeeds if the target is immune to being charmed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Once you use this feature, you can't do so again until you finish a short or long rest.
Ardent Surge
At 10th level, you learn to send a surge of powerful emotion that revitalizes a faltering ally. You can use your bonus action to allow an ally within 30 feet of you to regain hit points equal to 1d10 + your psion level.
Once you use this feature, you can't use it again until you finish a short or long rest.
Aura of Speed
Starting at 14th level, you project an aura of speed. While you aren't incapacitated, any ally within 30 feet of you who can see you can take the Dash action as a bonus action.
Order of the Awakened
Psions dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a state of being focused on pure intellect and mental energy.
The Awakened are skilled at bending minds and unleashing devastating psionic attacks, and they can read the secrets of the world through psionic energy. Awakened psions who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.
Awakened Talent
At 2nd level, choose one of your skill proficiencies. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
ESP
At 2nd level, you gain the ability to contact other creatures' minds. You can cast detect thoughts once using this ability, regaining the ability to do so again when you complete a short or long rest. When you cast the spell using this ability, it can affect creatures that are up to 60 feet from you, rather than just 30 feet. Furthermore, when you cast that spell, whether with this ability or from some other ability, it has the following modifications:
- The spell does not require concentration.
- The benefits that require you to use an action instead require the use of a bonus action.
- If you use the option to probe deeper and the target fails its Wisdom saving throw, it is vulnerable to psychic damage you inflict until the end of your next turn. After making a creature vulnerable to psychic damage using this option, you cannot do so again until you complete a short or long rest.
Enlightenment
When you reach 6th level, you learn the mind spike and suggestion spells. You can cast each spell once without expending a spell slot, and you regain the ability to cast each spell when you finish a long rest. The spells don't count against your number of spells known.
Psionic Investigation
Starting at 6th level, you can focus your mind to read the psionic imprint left on an object. If you hold an object and concentrate on it for 10 minutes (as if concentrating on a spell), you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.
You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.
Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you (its distance and direction) and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Superior ESP
At 10th level, your proficiency with the detect thoughts spell grows. You gain the following additional benefits when you cast the spell:
- If you cast the spell using the ESP feature, it can affect creatures that are up to 90 feet from you, rather than just 60 feet.
- The spell now targets a number of creatures equal to your Intelligence modifier (minimum of 1).
- If you use the option to probe deeper and the target fails its Wisdom saving throw, you can choose to charm it instead of making it vulnerable to psychic damage. It makes another Wisdom saving throw at the end of its turns, ending this effect with a successful save or if it takes damage from you or your allies. When this effect ends for a creature, the creature cannot be affected by it again for the next 24 hours.
Spectral Form
At 14th level, you gain the ability to become a ghostly figure of psionic energy. As an action, you can transform into a transparent, ghostly version of yourself. While in this form, you have resistance to all damage, move at half speed, and can pass through objects and creatures while moving but can't willingly end your movement in their spaces. The form lasts for 10 minutes or until you use an action to end it.
Once you use this feature, you can't use it again until you finish a long rest.
Order of the Immortal
The Order of the Immortal uses psionic energy to augment and modify the physical form. Followers of this order are known as Immortals. They use psionic energy to modify their bodies, strengthening them against attack and turning themselves into living weapons.
Their mastery of the physical form grants them their name, for Immortals are notoriously difficult to kill.
Immortal Durability
At 2nd level, your hit point maximum increases by 2, increasing again by 1 whenever you gain a level in this class. In addition, while you aren't wearing armor or wielding a shield, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Living Weapon
Starting at 2nd level, your body counts as a weapon for the purpose of spells and features that require one. Additionally, your unarmed strikes deal 1d4 psychic damage on a hit. The die changes to a d6 at level 6, and to a d8 at level 10.
Adaptive Body
At 6th level, you learn the absorb elements spell, and you can use it to absorb psychic damage in addition to acid, cold, fire, lightning, or thunder damage. Additionally, you can cast enhance ability on yourself once without expending a spell slot, and you regain the ability to do so when you finish a long rest. The spells are considered psionic spells for you, but absorb elements doesn't count against your number of spells known.
Augmented Strike
Beginning at 6th level, when you use your action to cast a psionic cantrip, you can make one unarmed strike as a bonus action.
Psionic Transformation
Starting at 10th level, you can transform certain parts of your body using psionic energy. As an action, you can undergo two of the following transformations. These transformations last for 1 hour, until you die, or until you end them both as an action. Once you use an action to transform yourself, you can't do so again until you complete a long rest.
Eyes. You gain blindsight out to 10 feet.
Feet. You gain a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Hands. You gain a climbing speed equal to your walking speed plus 10 feet.
Legs. You gain a swimming speed equal to your walking speed plus 10 feet.
Lungs. You can breathe air and water.
Immortal Will
Starting at 14th level, your psionic power allows you to avoid death. Having 0 hit points doesn't knock you unconscious, though you still must make death saving throws and you suffer the normal effects of taking damage while at 0 hit points. If you fail three death saving throws, you die at the end of your next turn, unless you somehow regain hit points before then.
Additionally, you cannot be instantly killed by effects that trigger when you are left with 0 hit points, such as that of the disintegrate spell.
Order of the Nomad
Psions of the Order of the Nomad keep their minds in a strange, rarified state. They seek to accumulate as much knowledge as possible, as they quest to unravel the mysteries of the multiverse and seek the underlying structure of all things. At the same time, they perceive a bizarre, living web of knowledge they call the noosphere.
Nomads, as their name indicates, delight in travel, exploration, and discovery. They desire to accumulate as much knowledge as possible, and the pursuit of secrets and hidden lore can become an obsession for them.
Breadth of Knowledge
At 2nd level, you gain the ability to extend your knowledge. You can cast a psionic spell as a ritual if that spell has the ritual tag and you know the spell. Additionally, when you finish a long rest, you gain two proficiencies of your choice: two tools, two skills, or one of each. You can replace one or both of these selections with languages. This benefit lasts until you finish a long rest.
Memory of One Thousand Steps
At 2nd level, you gain the ability to use psionics to recall your steps. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and the attack misses you. Once you use this feature, you can't use it again until you finish a short or long rest.
Nomadic Step
When you reach 6th level, you learn the blink and levitate spells. You can cast each spell once without expending a spell slot, and you regain the ability to cast each spell when you finish a long rest. The spells don't count against your number of spells known.
Superior Teleportation
At 6th level, you gain a superior talent for teleportation. When you use a spell to teleport any distance, you can increase that distance by up to 10 feet.
Wandering Mind
Starting at 10th level, you can use an action to separate your spirit from your body. Your spirit appears next to you as a ghostly, translucent copy of your physical form. This separation lasts for 1 hour or until you lose your concentration (as if concentrating on a spell). During this time, you are deaf and blind with regard to your own senses; instead, you can see through your spirit's eyes and hear what it hears. Your spirit has the same senses that you do, and also has darkvision and can see into the Ethereal Plane out to 60 feet. You control your spirit telepathically, it has a flying speed of 30 feet, and it can hover. Your spirit is incapacitated and cannot interact with anything for the duration, with the exception that it can't move through creatures, objects, or other physical barriers.
Your spirit's AC equals 10 + your Intelligence modifier. If you willingly end your concentration or the duration runs out, your spirit returns to your body. If an attack hits your spirit, or if it is targeted by the dispel magic spell, your spirit returns to your body, and you cannot use this feature again until you complete a short or long rest. Your spirit ignores all other damage and effects.
Effortless Journey
Starting at 14th level, your mind can mystically move your body. Once on each of your turns, you can forfeit up to 30 feet of your movement to teleport the distance you forfeited. You must teleport to an unoccupied space you can see.
Order of the Wu Jen
The Order of the Wu Jen features some of the most devoted psions. These psions seek to lock themselves away from the world, denying the limits of the physical world and replacing it with a reality that they create for themselves. Known as wu jens, these psions cast their minds into the world, seize control of its fundamental principles, and rebuild it.
In practical terms, wu jens excel at controlling the forces of the natural world. They can hurl objects with their minds, control the four elements, and alter reality to fit their desires.
Expanded Spell List
At 2nd level, the Order of the Wu Jen allows you to choose from an expanded list of spells when you learn a psionic spell. You learn the mold earth and shape water cantrips. The cantrips are considered psionic spells for you, but they don't count against your number of cantrips known. Additionally, the following spells are added to the psionic spell list for you.
Wu Jen Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | chromatic orb, detect magic |
| 2nd | dragon's breath, gust of wind |
| 3rd | erupting earth, magic circle |
| 4th | conjure minor elementals, fire shield |
| 5th | creation, storm sphere |
Hermit's Study
At 2nd level, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.
Telekinetic Mind
Starting at 6th level, you gain the ability to transform your thoughts into tangible force. You can cast telekinesis using this ability, and you can't do so again until you complete a short or long rest. When you cast that spell, whether with this ability or from some other ability, it has the following modifications:
- The spell does not require concentration.
- The benefits that require you to use an action instead require the use of a bonus action.
- The spell can only target objects that aren't being worn or carried, and its duration is 1 minute. These restrictions no longer apply once you reach 9th level.
Elemental Attunement
Starting at 10th level, you can attune to one damage type of your choice when you finish a long rest: cold, fire, force, lightning, or thunder. You gain resistance to the attuned damage type, and and when you cast a spell that deals damage, you can change the spell's damage to the damage type you attuned to. These benefits last until you choose a different one with this feature.
Mold Reality
Starting at 14th level, you can cast hallucinatory terrain at will, without expending a spell slot. When you cast hallucinatory terrain, you can expend a spell slot to cause the illusion you create to become real, replacing the original terrain with what you will it to be within the limits of the spell, with the following modifications:
- Creatures in the area of the spell when you cause the illusion to become real are teleported to an unoccupied space just outside of the spell's area.
- The foundation of manufactured structures, such as a house built in a tree or a tower built upon a natural rock bed, cannot be altered if doing so would cause the structure to take damage or collapse.
- If a terrain feature you make would overlap with a piece of equipment or an unsecured manmade object that isn't a structure, the terrain instead warps around it, partially or completely burying it as the DM sees fit.
This change lasts for a number of hours equal to the level of the spell slot you expend times 3. If you expend a 9th level spell slot, this change instead lasts for a year and a day. After the duration transpires, the terrain reverts back to its original form as if nothing happened to it. Once you expend a spell slot to make this illusion real, you can't do so again until you finish a long rest.
Psionic Spells
Cantrips (0 Level)
- Dancing Lights
- Encode Thoughts
- Friends
- Guidance
- Message
- Mind Slam*
- Mind Thrust*
- Minor Illusion
- Psychic Anchor*
- Sword Burst
- Thaumaturgy
- True Strike
- Vicious Mockery
1st Level
- Catapult
- Cause Fear
- Charm Person
- Command
- Comprehend Languages
- Detect Evil and Good
- Disguise Self
- Expeditious Retreat
- Extended Telepathy*
- Feather Fall
- Forceful Smite*
- Identify
- Jump
- Longstrider
- Mage Armor
- Rearrangement*
- Sanctuary
- Shield
- Silent Image
- Sleep
- Tenser's Floating Disk
- Purify Food and Drink
- Tasha's Hideous Laughter
- Unseen Servant
- Venomous Metabolism*
- Zephyr Strike
2nd Level
- Alter Self
- Beast Sense
- Blind Spot*
- Blur
- Calm Emotions
- Crown of Madness
- Detect Thoughts
- Diminution*
- Enlarge/Reduce
- Enthrall
- Hold Person
- Knock
- Levitate
- Locate Object
- Magic Weapon
- Mind Spike
- Mirror Image
- Misty Step
- Phantasmal Force
- Psychic Backlash*
- See Invisibility
- Suggestion
- Tremorsense*
3rd Level
- Black Hole*
- Blink
- Clairvoyance
- Conjure Barrage
- Enemies Abound
- Fear
- Fly
- Haste
- Hypnotic Pattern
- Major Image
- Meld into Stone
- Nondetection
- Phantom Steed
- Poisoned Touch*
- Protection from Energy
- Sending
- Slow
- Substitution*
- Tongues
- Thunder Step
- Wall of Repulsion*
- Water Walk
4th Level
- Arcane Eye
- Confusion
- Dimension Door
- Dominate Beast
- Freedom of Movement
- Hallucinatory Terrain
- Locate Creature
- Mordenkainen's Faithful Hound
- Phantasmal Killer
- Psychic Link*
- Stone Shape
- Telepathic Receiver*
- Teleportation Anchor*
5th Level
- Animate Objects
- Bigby's Hand
- Dominate Person
- Dream
- Far Step
- Gravitational Wave*
- Hold Monster
- Hypnosis*
- Modify Memory
- Psychic Drain*
- Rary's Telepathic Bond
- Scrying
- Steel Wind Strike
- Synaptic Static
- Telekinesis
- Wall of Force
6th Level
- Creature Sense*
- Disintegrate
- Find the Path
- Globe of Refraction*
- Giant Form*
- Mass Suggestion
- Mental Prison
- Move Earth
- Otto's Irresistible Dance
- Programmed Illusion
- Scatter
- True Seeing
7th Level
- Etherealness
- Forcecage
- Mind Blast*
- Mind Break*
- Mirage Arcane
- Mordenkainen's Sword
- Project Image
- Psychic Orbs*
- Reverse Gravity
- Teleport
8th Level
- Eye Spray*
- Dominate Monster
- Feeblemind
- Mind Blank
- Psychic Pulse*
- Telepathy
9th Level
- Antimagic Cone*
- Embolden*
- Foresight
- Psychic Scream
- Weird
New Psionic Spells
The following spells are used by the psion. As psions do not require components to cast spells, these spells have no components.
Antimagic Cone
9th-level abjuration
- Casting Time: 1 action
- Range: Self (30-foot cone)
- Components: None
- Duration: Concentration, up to 10 minutes
You emit an invisible 30-foot cone of antimagic from your forehead. This area is divorced from the magical energy that suffuses the multiverse. Within the cone, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, you can decide which way the cone faces at the start of your turn.
Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the cone and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. You are considered to be within the cone until this spell ends, but this spell is not suppressed by it.
Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the cone have no effect on that target.
Areas of Magic. The area of another spell or magical effect, such as fireball, can't extend into the cone. If the cone overlaps an area of magic, the part of the area that is covered by the cone is suppressed. For example, the flames created by a wall of fire are suppressed within the cone, creating a gap in the wall if the overlap is large enough.
Spells. Any active spell or other magical effect on a creature or an object in the cone is suppressed while the creature or object is in it.
Magic Items. The properties and powers of magic items are suppressed in the cone. For example, a +1 longsword in the cone functions as a nonmagical longsword.
A magic weapon's properties and powers are suppressed if it is used against a target in the cone or wielded by an attacker in the cone. If a magic weapon or a piece of magic ammunition fully leaves the cone (for example, if you fire a magic arrow or throw a magic spear at a target outside the cone), the magic of the item ceases to be suppressed as soon as it exits.
Magical Travel. Teleportation and planar travel fail to work in the cone, whether the cone is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the cone.
Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the cone. Such a creature instantly reappears once the space the creature occupied is no longer within the cone.
Dispel Magic. Spells and magical effects such as dispel magic have no effect on the cone. Likewise, the areas created by different antimagic cone and antimagic field spells don't nullify each other.
Black Hole
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: None
- Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 30-foot-radius sphere for the duration. The darkness spreads around corners. Non-magical light, as well as light created by spells of 3rd level or lower, can't illuminate the area, and creatures fully within the area are blinded.
A creature in the area must spend 2 feet of movement for every 1 foot they do not move closer to the center of the sphere, and when a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 1d8 force damage and be pulled up to 10 feet towards the center of the sphere.
In addition, Small or smaller objects that are unsecure and completely within the area of effect are automatically pulled into the center of the sphere and suspended there until the spell ends. Arrows, bolts, and other ordinary projectiles that pass through this spell's area are pulled into the center of the sphere and automatically miss their target, instead hitting any creatures or targets in the center of the sphere. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)
Blind Spot
2nd-level illusion
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: None
- Duration: Concentration, up to 1 minute
When you cast the spell, and as a bonus action each round for the duration, you can attempt to erase your image from the mind of a creature within range. The target must succeed on a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you are invisible to it until you target it with a spell or attack, or until the start of your next turn. You can affect the same target round after round, or choose a new one at any time.
Creature Sense
6th-level divination
- Casting Time: 1 minute
- Range: 2 miles
- Components: None
- Duration: 8 hours
For the duration, you are aware of the presence of creatures within 2 miles of you that have an Intelligence score of 4 or higher. You know the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.
Diminution
2nd-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: None
- Duration: Concentration, up to 1 minute
You and everything you are wearing and carrying become Tiny for the duration. While this size, you gain a +3 bonus to Dexterity (Stealth) checks and can move through gaps up to 6 inches across without squeezing. Additionally, you cannot be shrunken by enlarge/reduce or similar effects for the duration.
Embolden
9th-level abjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: None
- Duration: 1 hour
A flood of psychic energy flows from you into the allies around you. You grant up to 500 temporary hit points that last for the duration, divided as you choose among any number of creatures that you can see within range. A single creature cannot be given more than 50 temporary hit points by this spell. Targets of this spell are immune to being frightened while they have these temporary hit points.
Extended Telepathy
1st-level divination
- Casting Time: 1 action
- Range: Self
- Components: None
- Duration: 1 hour
For the duration, the range of your telepathy (if any) doubles.
Eye Spray
8th-level evocation
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: None
- Duration: Instantaneous
Ten assorted rays of energy flash from your eyes. Each ray corresponds to a different beholder eye ray. For each creature in a 60-foot cone, roll a d10 to determine which ray affects it.
1. Charm Ray. The target must succeed on a Wisdom saving throw or be charmed by you for 1 hour, or until you or your companions harm the creature.
2. Paralyzing Ray. The target must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3. Fear Ray. The target must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4. Slowing Ray. The target must succeed on a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5. Enervation Ray. The target must make a Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
6. Telekinetic Ray. The target must succeed on a Strength saving throw or you can move it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your next turn or until you are incapacitated.
7. Sleep Ray. The target must succeed on a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Petrification Ray. The target must make a Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
9. Disintegration Ray. The target must succeed on a Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
10. Death Ray. The target must succeed on a Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Forceful Smite
1st-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: None
- Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell's duration, the target takes 1d6 force damage. Additionally, if the target is Large or smaller, it must succeed on a Strength saving throw or be knocked 5 feet away from you. The target moves in a straight line. If it hits an object, this movement immediately ends and the target takes 1d6 bludgeoning damage per 5 feet it moved.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance the target is pushed back increases by 5 feet for each slot level above 1st.
Giant Form
6th-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: None
- Duration: Concentration, up to 10 minutes
You touch a willing creature, and it gains the following benefits:
- If the target is smaller than Huge, they become Huge for the duration, and everything it is wearing and carrying changes size with it. Any item dropped by the target returns to normal size at once. If there isn't enough room for the target to become Huge, the target attains the maximum possible size in the space available.
- The target gains 30 temporary hit points, and if any of these remain when the spell ends, they are lost.
- The target's melee weapon attacks deal an extra 2d12 damage on a hit, and their reach increases by 10 feet.
- The target has advantage on Strength checks and Strength saving throws.
- The target can use a bonus action on each of its turns to take the Dash action.
Globe of Refraction
6th-level illusion
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: None
- Duration: Concentration, up to 1 minute
You bend light in a 30-foot aura that moves with you and is centered on you for the duration. Creatures completely within the aura (including you) are invisible until they leave the aura or the spell ends. Anything an affected target is wearing or carrying is invisible as long as it is on the target's person. Additionally, affected targets can see invisible creatures that are in the aura as if they were visible, but only if the creatures are not benefiting from another source of invisibility.
If an affected target makes an attack, casts a spell that affects an enemy, or deals damage to another creature, the spell ends.
Gravitational Wave
5th-level evocation
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: None
- Duration: Instantaneous
A blast of psychic energy erupts from your body. Each creature in a 60-foot cone must make a Strength saving throw. On a failed save, a creature takes 8d6 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 and the distance pushed increases by 5 feet for each slot level above 5th.
Hypnosis
5th-level enchantment
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: None
- Duration: 1 minute
Each creature in a 60-foot cone must make a Wisdom saving throw. On a failed save, the creature is charmed by you for the duration. While charmed in this way, the target tries to get as close to you as possible, using its actions to Dash until it is within 5 feet of the you. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success.
Mind Blast
7th-level evocation
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: None
- Duration: Instantaneous
You emit harmful psychic energy in a 60-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 4d8 psychic damage 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 Break
7th-level enchantment
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: None
- Duration: Instantaneous
You unleash the raw power of your mind in an attempt to shatter the minds of any number of creatures you can see within range. Each creature must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
- 50 hit points or fewer: frightened for 1 minute
- 40 hit points or fewer: charmed and frightened for 10 minutes
- 30 hit points or fewer: charmed, frightened, and stunned for 1 hour
- 20 hit points or fewer: killed instantly, and its head explodes, assuming it has one
Mind Slam
Evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: None
- Duration: Instantaneous
One creature you can see within range must succeed on a Strength saving throw or take 1d6 force damage and be pushed up to 10 feet away from you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mind Thrust
Evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: None
- Duration: Instantaneous
You lash out at the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Poisoned Touch
3rd-level transmutation
- Casting Time: 1 bonus action
- Range: Touch
- Components: None
- Duration: 1 minute
You attempt to deliver poison to a target you can reach. The target must succeed on a Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psychic Anchor
Enchantment cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: None
- Duration: 1 round
You target one creature you can see within range and anchor it by sheer force of will. The target must succeed on a Charisma saving throw or have its speed halved until the end of its next turn.
Psychic Backlash
2nd-level abjuration
- Casting Time: 1 reaction, which you take in response to being attacked by a creature within 60 feet of you that you can see
- Range: 60 feet
- Components: None
- Duration: Instantaneous
You impose disadvantage on the triggering attack roll. If the attack still hits you, the attacker takes 2d10 psychic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Psychic Drain
5th-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: None
- Duration: Concentration, up to 1 minute
A tendril of psychic energy reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 psychic damage, and the spell ends. On a failed save, the target takes 4d8 psychic damage, and until the spell ends, you can use your
action on each of your turns to automatically deal 4d8 psychic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of psychic damage the target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Psychic Link
4th-level divination
- Casting Time: 1 action
- Range: 300 feet
- Components: None
- Duration: 24 hours
You target one incapacitated creature you can see within range and establish a psychic link with that creature for the duration. Until the psychic link ends, you can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and you can peacefully terminate the link at any time (no action required). Once per hour, the target can use its action to attempt to break the psychic link, doing so with a successful Charisma saving throw. On a successful save, the target also takes 4d10 psychic damage. The psychic link also ends if you and the target are more than 5 miles apart, with no consequences to the target.
You can also use an action to target a creature within 120 feet of you with which you has a psychic link. You violently end the link, causing the target to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the its next turn.
You can have up to five psychic links at a time.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the duration is 1 week, and the target can attempt to break the link once per day. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 month, and the target can attempt to break the link once per week. When you cast this spell using a spell slot of 9th level, the spell lasts for 1 year, and the target can attempt to break the link once every 30 days.
Psychic Orbs
7th-level evocation
- Casting Time: 1 action
- Range: Self
- Components: None
- Duration: 1 hour
Seven orbs of psychic energy appear and orbit your head until the spell ends. You can use a bonus action to send one of the orbs streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 psychic damage. Whether you hit or miss, the orb is expended. The spell ends early if you expend the last orb.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of orbs created increases by two for each slot level above 7th.
Psychic Pulse
8th-level evocation
- Casting Time: 1 action
- Range: Self (120-foot radius)
- Components: None
- Duration: Instantaneous
A wave of psychic energy ripples out from you. Each creature you choose within 120 feet of you must succeed on an Intelligence saving throw, taking 12d6 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature's concentration is also broken.
At Higher Levels. When you cast this spell with a 9th-level spell slot, a creature that is concentrating and fails the saving throw is also stunned until the end of its next turn.
Rearrangement
1st-level transmutation
- Casting Time: 1 action
- Range: 150 feet
- Components: None
- Duration: Instantaneous
Choose three objects you can see within range that are not being worn or carried. Each target flies in a straight line up to 30 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. How far a target travels and in what direction is decided for each target individually.
Medium targets count as two objects, Large targets count as four objects, and Huge targets count as eight objects. You can't move any object larger than Huge.
At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, you can move two additional objects for each slot level above 1st.
Substitution
3rd-level conjuration
- Casting Time: 1 action
- Range: 90 feet
- Components: None
- Duration: Instantaneous
One creature you can see within range must make a Charisma saving throw. On a failed save, the target takes 3d6 psychic damage, and you and the target instantly swap places.
Telepathic Receiver
4th-level divination
- Casting Time: 1 minute
- Range: 1 mile
- Components: None
- Duration: Concentration, up to 1 hour
For the duration, you can overhear any telepathic conversation happening within 1 mile of you as long as the creatures involved in the conversation are not affected by the nondetection spell or similar magic. The creature that initiated the telepathic conversation makes a Wisdom (Insight) check against your spell save DC when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and you can't participate in the telepathic conversation.
Teleportation Anchor
4th-level conjuration
- Casting Time: 1 bonus action
- Range: 90 feet
- Components: None
- Duration: 1 hour
You create an invisible, intangible teleportation anchor in a 5-foot cube you can see within range. This anchor persists for the duration, but disappears if you and the anchor are not on the same plane of existence. Once before the spell ends, you can use a bonus action to teleport to the anchor.
Temporal Strike
6th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: None
- Duration: 1 minute
You unleash a blast of temporal energy at a creature within range. The target takes 4d12 psychic damage and must succeed on a Wisdom saving throw or be moved forward in time, vanishing for the duration. When the spell ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied. At the end of each of it's turns the target can repeat the saving throw, ending the effect on a success.
Tremorsense
2nd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: None
- Duration: 1 hour
You touch a willing creature, granting it the ability to detect vibrations and their source. For the duration, that creature has tremorsense out to a range of 15 feet.
Venomous Metabolism
1st-level evocation
- Casting Time: 1 action
- Range: Touch
- Components: None
- Duration: 1 round
You deliver a touch of poison to one creature you can reach. The target must make a Dexterity saving throw. On a failed save, the target takes 2d10 poison damage and is poisoned until the end of their next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Wall of Repulsion
3rd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: None
- Duration: Concentration, up to 1 minute
You create an invisible, insubstantial wall of energy within 60 feet of you that is up to 30 feet long, 20 feet high, and 1 foot thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Any creature that attempts to move through the wall must make a Wisdom saving throw. On a failed save, a creature can't willingly move through or otherwise get to the other side of the wall until the start of its next turn. On a successful save, the creature can pass through it.
When you cast this spell, you can designate any number of creatures you can see to gain advantage on saving throws against its effects.
Spell Points
If you feel that spell slots make this spellcasting variant feel too similar to other casters, any easy solution is to use a modified version of the spell points variant (DMG 288). For simplicity, you can just follow these steps:
- Give this psion the same max psi point and psi limit progression that the UA Mystic had.
- Allow this psion to use its psi points to cast spells as per the spell point rules and its psi limit.
- Give the psion a feature similar to the warlock's Mystic Arcanum. This way, at levels 11, 13, 15, and 17, the psion is given its share of level 6 through 9 spells, in a way that doesn't overload or break the spell/psi point system.
Disclaimer: using psi/spell points in this manner has not been tested on this specific class. It should be fine, but DM discretion is advised.