Psionic

by CallMeCal

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Psionic

Psionic

Creating a Psionic

Psionics are masters of psychic power.

Quick Build

You can make a Psionic quickly by following these suggestions. First, Intelligence should be your highest ability score (or Wisdom if you plan to use The Epiphany subclass). Second, choose the Sage background.

Class Features

Hit Points

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

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Investigation, Perception, or Persuasion
Languages: Choose one from Primordial or Deep Speech

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a scholar's pack or (b) an explorer's pack

If you are using starting wealth, you have 5d4 gp

Revelation

Something has revealed a great truth about the multiverse to you, which has broken your mind in a way that opened it to greater powers. Choose from among The Experiment, The Epiphany, The Encounter, and The Embryo, all detailed at the end of this class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Psionics

Your mind is a powerful weapon, and you have begun to unlock its true potential. Through mastery over your own thoughts and emotions, you gain the ability to create powerful psychic and magical effects, including casting some spells.

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 Psionic Table.

The Psionic
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st +2 Psionics, Telepathy, Revelation 2 2
2nd +2 Disciplines, Psych Up 2 2
3rd +2 Thought Shield, Trance 2 3
4th +2 Ability Score
Improvement
3 3
5th +3 Discipline 3 4
6th +3 Revelation Feature 3 4
7th +3 Superior Concentration 3 5
8th +3 Ability Score
Improvement
3 5
9th +4 Discipline 3 6
10th +4 Revelation Feature 4 6
11th +4 Improved Thought Shield 4 7
12th +4 Ability Score
Improvement
4 7
13th +5 Discipline 4 8
14th +5 Revelation Feature 4 8
15th +5 Superpower 4 9
16th +5 Ability Score
Improvement
4 9
17th +6 Superpower 4 9
18th +6 Discipline 4 10
19th +6 Ability Score
Improvement
4 10
20th +6 Superpower, Scion 4 10

Psi Points

You have a number of Psi Points equal to your Psionic Level. You use Psi Points to fuel Psionic Powers, or to cast Psionic Spells you know. To cast a Psionic Spell, you must expend a number of Psi Points equal to the level of spell you wish to cast. You can cast spells as though using a higher level spell slot by expending additional Psi Points. You regain all expended Psi Points at the end of a short or long rest.

If you spend Psi Points to cast a spell at 6th-level or higher, you cannot cast a spell at that level again until you complete a long rest. You cannot spend more Psi Points than half your Psionic level rounded up to cast a spell or use a Power.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the Psionic spell list.

The Spells Known column of the Psionic table shows when you learn more Psionic spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than half your Psionic level rounded up. When you reach 5th level, for example, you learn a new Psionic spell, which can be 1st, 2nd, or 3rd 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 no higher than half your Psionic level rounded up.

Spellcasting Ability

Intelligence is your spellcasting ability for your Psionic spells, since you cast them by mastering the power of your psyche. 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 = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Spellcasting Focus

You have a psychic focus that you can use as a spellcasting focus for your Psionic spells. This is a particular thought or emotion that you focus your psychic power through. You might focus on the image of a perfectly black square on a field of pure white, or the smell of rain on a summer's day, or anger at an abusive father figure. You must be able to concentrate to use your psychic focus.

Sensory Deprivation

You can reduce the Psi Point cost of a Psionic Spell or Power by 1 for each sense you are deprived of while casting or activating it, from among sight, hearing, and touch. This also increases the casting or activation time by five minutes per point deducted. Sight can be deprived by closing your eyes, wearing a blindfold, or similar. Hearing can be deprived with ear plugs, white noise, submerging your head in water, or similar. Touch is trickier, requiring immersing your entire body in lukewarm saltwater.

You can use this feature to activate Powers or cast spells at levels you ordinarily could not. For example, at 3rd level you can spend 2 Psi Points on a Power. If you deprive yourself of three senses, you can activate the 5 Psi Point Power of a Discipline you know by spending only 2 Psi Points.

You must actually lose the benefit of a sense to gain the benefit of this feature; for example, you must have disadvantage on all attack rolls as though blinded to count as sight deprived, even if you have another ability (such as Blindsense) that would normally mitigate this.

You can use this feature a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses when you complete a long rest.

Telepathy

You can telepathically speak to any creature you can sense within 30 feet of you. You don't need to share a language with the creature for it to understand you telepathically, but the creature must be able to understand at least one language.

Psych Up

Starting at 2nd level, you can focus your psyche to bolster your stamina. As an action on your turn, you can gain temporary hit points equal to 1d8 + your Intelligence modifier (minimum 1).

Disciplines

Through strict control of your mental patterns, you gain mastery over certain Disciplines, with which you can create powerful psychic effects.

At 2nd level, you learn one Discipline of your choice. Your Discipline options are detailed at the end of the class description. You learn an additional Discipline of your choice at 5th, 9th, 13th, and 18th level.

For each Discipline you learn, you must also take on a Taboo, which are certain rules you adhere to to keep your mind focused. Your Taboo options are detailed at the end of the class description. Any time you violate one of your Taboos, you lose 1d6 Psi Points. If this reduces your number of Psi Points to or below zero, you gain a level of exhaustion.

Trance

Starting at 3rd level, you no longer need sleep. Instead, you spend 4 hours in peaceful meditation, during which you are aware of your surroundings. After completing 4 hours of this meditation, you gain the benefits others gain from 8 hours of sleep. (You must still spend a full 8 hours in restful relaxation to gain the benefits of a long rest.)

Thought Shield

Your mind has become more vulnerable due to being broken open. However, your psychic energy forms a shield around that vulnerability.

Starting at 3rd level, so long as you have remaining Psi points equal to at least half your Psionic level (rounded up), your thoughts cannot be read by any means unless you allow it, and you have resistance to psychic damage. However, if you have 0 Psi points remaining, you have vulnerability to psychic damage and disadvantage on saving throws to prevent others from reading your mind.

In addition, as a reaction when a creature would deal psychic damage to you, you can spend 1 Psi point to cause that creature to take half that much psychic damage instead.

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.

Superior Concentration

Starting at 7th level, you can add your proficiency bonus to Constitution saving throws made to maintain concentration (this stacks if you are proficient with Constitution saves).

If you would lose concentration on an effect (such as by failing a concentration check or by concentrating on a second effect), as a reaction you can spend 1 Psi point to maintain concentration on that effect for one round. You cannot concentrate on more than 2 effects at once this way.

Partitioned Mind

Your psychic thought shield has grown in power. Starting at 11th level you gain the following benefits:

  • So long as you have Psi points remaining equal to at least your Psionic level minus 5, you have immunity to psychic damage and resistance to bludgeoning, piercing, and slashing damage.
  • So long as you have at least 5 Psi points remaining, you have resistance to psychic damage.
  • As a bonus action on your turn, you can spend 1 Psi point to end the charmed or frightened condition on yourself.
  • As a reaction when someone tries to read your mind, you can spend 1 Psi point to cause them to read whatever you wish instead of the truth.

Superpower

At 15th, 17th, and 20th level, you learn a Superpower associated with one of the Disciplines you know.

Scion

At 20th level, you can spend one minute in quiet meditation to regain 2d6+8 Psi points. Once you use this feature, you cannot do so again until you complete a long rest.

Revelations

The Experiment

Eureka

Your studies of arcane magic led you deeper into the secrets of the multiverse than you ever thought possible. After one too many such discoveries, your mind was broken open and now you can see through all of space and time.

Choose a school of magic that is also a Wizard's Arcane Tradition. You learn a cantrip of the chosen school from the Wizard spell list, and Wizard spells from the chosen school of magic are on the Psionic spell list for you.

At 2nd, 6th, 10th, and 14th levels you gain the Arcane Tradition feature of the same level from your chosen school.

Mystic Arcanum

At 1st level and every 2 levels thereafter, you learn an additional spell. This must be a spell from the Wizard spell list of your chosen school and of a level no higher than half your Psionic level rounded up.

At 1st, 3rd, 5th, 7th, and 9th level, you gain a spell slot of a level equal to half your Psionic level rounded up. You regain expended spell slots when you complete a long rest.

The Encounter

Heeding the Call

p̸͕̉h̶͙̊'̸̥̍n̷̝̑g̴̨̽l̴̞̍ṷ̵̀í̵̳ ̸̧̛m̸̲̏g̸̰̐l̶̩͆w̴̻̃'̷̰̔n̵̖̔a̸̭̍f̸̹͂ĥ̸͇ ̵̱̍C̵̢̛ẗ̵̠́h̸̭͑ǘ̶̼l̶̻̚h̷̩̀ŭ̵̫ ̶͉́R̸̘̀'̵̫́l̷̯̈́ÿ̵́͜e̵̛͓h̸̨͌ ̸̛̰w̴̡͑g̴̨͝á̶͉ẖ̸̊'̴̪̅n̸̕͜a̵̳̎g̵͎͠ḻ̴͝ ̸͕͝f̷̞̍h̵̠̒ț̸͐ȧ̵̹g̷̢̉n̷̝̆

There are men, and there are gods, and then there are the outer things; horrible terrors from beyond man's furthest imaginings. You glimpsed one of these beings, and the horror of its unbearable truth shattered your mind into a thousand tiny pieces. You may have lost your sanity, but in its place you have gained ineffable knowledge and dark powers.

The following spells are on the Psionic spell list for you, and you learn a cantrip from among them:

Level Spell
0th chill touch, infestation, poison spray, toll the dead
1st armor of agathys, arms of hadar, hex, witch bolt
2nd darkness, flock of familiars, ray of enfeeblement
3rd hunger of hadar, vampiric touch
4th blight, shadow of moil
5th enervation, negative energy flood
6th flesh to stone, soul cage
7th finger of death
8th reality break
9th gate

Eldritch Companion

You know the find familiar spell. The spell doesn’t count against your number of spells known. Creatures you summon with find familiar or flock of familiars are aberrations instead of celestials, fey, or fiends.

When you cast find familiar, you can choose one of the normal forms for your familiar or one of the following special forms: gazer, ixitxachitl, flumph.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Eldritch Conjuring

Starting at 6th level, you gain the ability to reach across the space between spaces and bring forth a creature of the furthest deep.

As an action, spend at least one Psi point to summon an aberration which appears in an unoccupied space you can see within 10 feet of you. This counts as activating a Power that requires concentration. It disappears when it drops to 0 hit points, when you lose concentration on it, or after one hour, whichever comes first.

You choose the type of aberration to summon. For a cost of one Psi point, it can have a maximum CR of 1/4. The maximum CR doubles with each Psi point cost beyond 1, to 8 at 6 Psi points, then increases by 2 for each Psi point cost beyond 5, to 14 at 9 Psi points. In addition, for each Psi point spent beyond the first, the range increases by 10 feet.

Devouring Maw

Starting at 10th level, you can magically draw forth a manifestation of the outer beings' insatiable hunger. As an action, choose a point you can see within 60 feet of you. For 1 minute, a mass of translucent tentacles surrounding an inky black maw manifests in a 10-foot radius centered on that point. Each creature in that area when the maw appears must succeed on a Strength saving throw against your spell save DC or be restrained. Any creature that starts its turn in the maw’s area takes 3d6 psychic or necrotic damage (your choice when it takes the damage). As an action, a restrained creature can repeat the saving throw, ending the restraint on a success. At the start of your turn, if there is a creature in the maw’s area, you gain temporary hit points equal to your Psionic level.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Unleash the Depths

Starting at 14th level, you gain the ability to call upon the outer beings for aid. As an action, you choose a point within 30 feet of you where one of the great old ones tears through reality, manifesting a measure of its terrible power in the form of spectral eldritch tentacles. Choose one of the following effects to issue from this manifestation point.
After you use either effect the tentacles vanish, and you can’t use this feature again until you finish a long rest.

Transport. You and up to five willing creatures of your choice that you can see within 30 feet of the manifestation point are grasped by spectral tentacles and yanked through the space between spaces. The tentacles teleport you and the chosen creatures to a point of your choice within 100 miles that you have visited within the past 24 hours.

Fury. You can direct a barrage of spectral tentacles to issue forth and strike up to five creatures you can see within 30 feet of the manifestation point. Each target must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 6d10 psychic or necrotic damage (your choice) and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone.

The Epiphany

Centered Mind

Your meditations on the esoteric and ephemeral have led you to such depths of insight that your mind broke free of its chains and awakened to new realms of truth and power.

For any Psionic class feature that uses your Intelligence score, it uses your Wisdom score instead.

You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strike. If you do, it deals 1d6 psychic damage instead of the bludgeoning damage normal for an unarmed strike. The d6 becomes a d8 at 14th level.

You can spend 1 Psi point as a bonus action on your turn to take the Dodge action. If you have Ki points, you can use your Ki points as Psi points and your Psi points as Ki points.

Psionic Fist

Starting at 6th level, any time you spend an action to cast a Psionic spell or activate a Power, you can immediately use a bonus action to make one unarmed strike.

Stunning Strike

Starting at 10th level, when you deal psychic damage to another creature with a melee weapon attack (including unarmed strike), you can spend 1 Psi point to attempt a stunning strike. The target must succeed on a Constitution saving throw at your Psionic spell save DC or be stunned until the end of your next turn.

Body, Mind, and Soul

At 14th level, you gain the following benefits:

  • You no longer need food or water.
  • You suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however.
  • You understand all spoken languages, and any creature that understands at least one language can understand you when you wish it to.
  • Your speed is increased by 10 when not wearing armor or using a shield.

The Embryo

Inception

A creature of the deep implanted its seed in the back of your skull, but as the seed germinated, some part of it cracked, and its power began seeping out from it and into you.

Mind Blast

You can emit psychic energy in a 15 foot cone. Each creature in that area must succeed on an Intelligence saving throw at your spell save DC or take 1d6 + your Intelligence modifier psychic damage. At 6th, 10th, and 14th level, the range of this cone increases by 15 feet, and the damage increases by 1d6. At 14th level, targets who fail the save are stunned until the end of your next turn.

After using this feature, you must finish a short or long rest before you can do so again.

Magic Resistance

Starting at 6th level, you have advantage on saving throws against spells and other magical effects.

Tentacle Maw

At 10th level, the inside of your mouth is replaced by a set of four tentacles with a toothy maw between them. You can keep them hidden by keeping your lips and outer jaw tightly closed, but this is very uncomfortable and the tentacles extend from between your lips as soon as you let your jaw relax. You must use the maw between your tentacles to speak or eat.

You can use your tentacles to make an unarmed strike. If you do, you use your Intelligence modifier for the attack and damage roll, and it does 1d8 psychic damage instead of the bludgeoning damage normal for an unarmed strike. At 14th level, this increases to 2d8, and a creature hit by the attack is automatically grappled.

Extract Brain

At 14th level, you gain the ability to extract and consume a creature's brain. The creature must be incapacitated and grappled by you. Make an unarmed strike on the creature using your tentacles. If the attack hits, it deals 10d10 piercing damage. If this damage brings the target to 0 hit points, you kill the target by extracting and eating its brain.

If the creature had an Intelligence score of 6 or higher, you regain 1 Psi point, plus 1d4 Psi points for every two points of Intelligence beyond 6. This also counts as eating 1 pound of food. Once you gain this benefit from eating a brain, you cannot do so again until you complete a long rest.

Imago

At 20th level, you reach maturity as a true Mind Flayer. You lose all racial features and instead gain the following:

Your Mind Blast feature now has (Recharge 5-6) and it deals 4d8 + your Intelligence modifier psychic damage. The stun effect now lasts one minute, but the target can repeat the saving throw at the end of each of its turns to end the stun effect. You can no longer retract your tentacles, but they now deal 2d10 + your Intelligence modifier psychic damage.

The DM may take control of your character at this point, or they may allow you to forgo this feature and maintain control.

Disciplines, Powers, and Superpowers

Each Discipline is a series of incrementally stronger Powers. To the left of each Power is a number, indicating the number of Psi points you must expend to activate that Power. Unless otherwise noted, activating a Power is an action. When you activate a Power, you can also activate any number of cheaper Powers in the same Discipline as part of the same action (unless that would be contradictory or impossible) without spending additional Psi Points. You cannot spend more Psi points on a Power than half your Psionic level, rounded up.

Each Discipline is capped by a Superpower. You learn a Superpower at level 15, 17, and 20. You must know a Discipline to learn its associated Superpower. Unless otherwise noted, Superpowers are constant.

Though several Powers duplicate the effects of spells, Powers are not spells and do not require any components. You cause their effects through sheer psychic prowess. They do still require concentration if the spell requires it.

Chakras

(If your target is unwilling, you must make an attack with an unarmed strike as part of the same action to touch them.)


  • 0: A touched creature who is charmed, frightened, stunned, or unconscious as the result of failing a saving throw may reroll that saving throw, ending the condition on a success.
  • 1: As part of the above action, include the blinded, deafened, poisoned, and paralyzed conditions as well. The creature also gets advantage on the reroll.
  • 3: Touch a creature and choose one:

-- It is poisoned for one minute.

-- It is stunned until the end of your next turn.

-- It takes 3d10+your Intelligence modifier psychic damage


  • 5: A touched creature is paralyzed for one hour.

Akshobhya: When you deal psychic damage to a creature with a melee weapon attack (including unarmed strike), you can spend 3 Psi points to implant imperceptible psychic vibrations in the creature, which last for a number of days equal to your Psionic level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make an Intelligence saving throw, taking 10d10 psychic damage on a failure, or half that much on a success.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Clairvoyance


  • 0: The range of all of your senses is doubled for one minute.
  • 1: Designate a creature you can see within 30 feet of you. For up to one hour, you see and hear through that creature's senses instead of your own.
  • 3: You cause the effects of a clairvoyance spell.
  • 5: You cause the effects of a scrying spell.

Farsight: The range of Powers in this Discipline and Divination spell effects you cause is increased by 100 miles or doubled, whichever is greater, and their duration is increased by 24 hours or doubled, whichever is greater.

Fortune


  • 0: You gain 1 Luck point. You must finish a long rest before you can do this again.
  • 2: You cause the effects of an augury spell.
  • 4: You cause the effects of a divination spell.

Forethought: You gain 1 Luck point whenever you finish a short rest. You can use your Luck points on behalf of other creatures you can see within 30 feet of you.

Luck

Your total Luck points can never be more than 3.

Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose which of the d20s is used.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.


Enthrall


  • 0: You cause the effects of a friends spell, except the creature does not realize what happened afterwards.
  • 1: You cause the effects of a charm person spell, except the creature does not realize what happened afterwards.
  • 3: You cause the effects of a suggestion spell.
  • 5: You cause the effects of a dominate person spell.

The Touch: As an action, you can touch an incapacitated creature. That creature is charmed by you until a remove curse spell is cast on it or similar magic removes the charmed condition. You can communicate telepathically with that creature as long as it remains charmed by you and as long as you are on the same plane of existence. You can have a number of creatures charmed this way equal to your Intelligence modifier (minimum one).

Illusion


  • 0: You cause the effects of a minor illusion spell, but you can create both a sound and an image with the same activation.
  • 1: You cause the effects of a silent image spell.
  • 3: You cause the effects of a major image spell.
  • 4: You cause the effects of a hallucinatory terrain spell.
  • 5: You cause the effects of a seeming spell.

Reality Trick: You can cause the effects of a major image spell as an action at will.

Mind over Matter


  • 0: You gain proficiency with up to four weapons of your choice for one minute.
  • 1: You can use your Intelligence score in place of your Strength score for one minute.
  • 3: You can use your Intelligence score in place of your Constitution score for one minute. If this would increase your maximum hit points, you gain temporary hit points equal to the increase instead.
  • 5: You can use your Intelligence score in place of your Dexterity score for one minute.

Psychical: You can use your Intelligence score in place of your Strength, Constitution, or Dexterity score for any ability check or saving throw that uses one of those scores.

Kinesis


  • 0: You cause the effects of a mage hand spell, except the spectral hand is invisible.
  • 1: You cause the effects of a catapult spell.
  • 3: You cause the effects of a levitate spell, but you can move the target at up to a 45 degree angle.
  • 5: You cause the effects of a telekinesis spell.

Phase Shift: As an action, choose a contiguous area of unattended nonmagical matter no larger than a 5 foot cube that you can see within 30 feet of you. Over the course of the next minute, so long as you maintain concentration, that matter shifts by one phase and changes temperature accordingly: you can cause a solid to melt, a liquid to freeze or evaporate, or a gas to condense. The transition happens gradually, starting from the outer edges and working toward the center at a rate of 1 inch per second (6 inches per round).

You can spend Psi points as part of this action to affect an additional area of matter at the same time for each Psi point you spend.

Levitation


  • 0: You cause the effects of a levitate spell targeting yourself.
  • 1: You gain a flying speed of 20 feet for one minute.
  • 3: You gain a flying speed of 60 feet for one hour.
  • 5: You gain a flying speed of 90 feet for eight hours.

Hyperflight: You have a flying speed of 120 feet.

Mind's Eye


  • 0: You gain Darkvision 120 feet for one minute.
  • 1: You can see normally in darkness, including magical darkness, up to 120 feet for one minute.
  • 3: You can sense any creature with an Intelligence score of 3 or higher within 60 feet of you for one minute.
  • 5: You gain Blindsight 30 feet for one minute.

Truesight: You have Truesight 60 feet.

Mind Reading


  • 0: For the next hour, the range of your Telepathy class feature becomes 120 feet, and any creature you speak to with it can respond in kind.
  • 1: You cause the effects of a detect thoughts spell.
  • 3: You cause the effects of a sending spell.
  • 5: Touch or link hands with a number of other willing creatures up to your Intelligence modifier (minimum 1). For the next 24 hours, you and those creatures can communicate telepathically with each other regardless of distance. The effect does not fuction for a creature on a different plane of existence than you. You can dispel the effects of this power at will.
    If you target the same creatures with this Power every day for 10 days, the duration becomes "until dispelled".

Omnithought: You are permanently under the effects of a detect thoughts spell with a range of 120 feet. If a target of your detect thoughts fails its saving throw, it does not become aware that you are probing its mind.

Phasing


  • 0: As a reaction when an attacker you can see hits you with an attack, halve the attack's damage against you.
  • 1: You phase into the Ethereal plane long enough to move through a wall or other solid obstacle. You can move no further than 10 feet this way, after which you return to the Material plane.
  • 3: You cause the effects of a greater invisibilty spell targeting yourself.
  • 5: You cause the effects of an etherealness spell with a duration of "up to 1 hour (concentration)".

Ethereality: You can spend 5 feet of movement on your turn to cause or dispel the effects of an etherealness spell with a duration of "until dispelled".

Etherealness

If you occupy the same space as a solid object or creature when you enter the Material Plane, you are shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet that you are moved.

Psi Laser


  • 0: You cause the effects of an eldritch blast spell, dealing psychic damage instead of force and adding your Intelligence modifier to the damage rolled.
  • 1: As part of the above action, you can cause any creatures dealt damage this way to move up to 10 feet closer to you or further from you in a straight line. (You can choose separately for each creature.)
  • 3: As part of the above action, creatures dealt damage this way must succeed on an Intelligence saving throw at your Psionic Spell Save DC or be stunned for one round.
  • 5: As part of the above action, creatures dealt damage this way must succeed on an Intelligence saving throw at your Psionic Spell Save DC or be poisoned for one minute.

Quickshock: You can activate any of this Discipline's Powers as an action or a bonus action.

Warcaster

If you have the Warcaster feat, its benefits apply to Powers as though they were spells.

Translocation


  • 0: Choose an unoccupied space you can see within 30 feet. Until the start of your next turn, you are considered to be in both spaces at once, as you rapidly oscillate between them. Attacks and other effects can target you in either space, but they have disadvantage. If an attack hits you or another effect deals damage to you, this effect ends and you appear in the space where you were damaged. Otherwise, you appear in the chosen space at the start of your next turn.
  • 1: You cause the effects of a misty step spell.
  • 3: You cause the effects of a dimension door spell.
  • 5: You cause the effects of a teleport spell.

Everblink: You can cause the effects of a dimension door spell as an action at will, and you can cause the effects of a planeshift spell as an action for a cost of 5 Psi Points.

Taboos

Each time you learn a Discipline, either choose a Taboo or roll on the following table. You can also work with your DM to create a custom Taboo fitting your character. You cannot take the same Taboo more than once.

d20 Taboo
1 My hair must never be cut.
2 I must never wear clothes of a specific color.
3 I must never tell anyone my name.
4 I must always be barefoot.
5 I must always wear a mask.
6 I must never touch money directly.
7 I must shave my head each morning.
8 I must never bathe.
9 I must speak a mantra at dawn, noon, and dusk.
10 I must never consume alcohol.
11 I must always face east during the sunrise.
12 I must always wear a specific piece of clothing.
13 I must never call anyone by their given name.
14 I must never use written language, only pictograms.
15 I must never sit on chairs or cushions, only standing or sitting on the floor.
16 I must never speak out loud except to cast spells.
17 I must write down the name of each creature I slay, inventing a name if they do not have one.
18 I must never eat meat.
19 I must never wield a physical weapon.
20 I must never do anything without the permission of my imaginary friend.

Multiclassing

Prerequisites

To qualify for multiclassing into the Psionic class, you must meet these prerequisites:
Intelligence 13 or higher.

Proficiencies

When you multiclass into the Psionic class, you gain the following proficiencies:
Choose one from among Primordial or Deep Speech

Spellcasting

You can use spell slots from other classes to cast Psionic spells you know, and you can spend Psi Points to cast spells you know or have prepared from other classes.

Psionic Spell List

Cantrips (0 Level)
  • Blade Ward
  • Eldritch Blast
  • Encode Thoughts
  • Friends
  • Guidance
  • Light
  • Mage Hand
  • Mending
  • Message
  • Mid Sliver
  • Minor Illusion
  • Prestidigitation
  • Thaumaturgy
  • True Strike
  • Vicious Mockery
1st Level
  • Catapult
  • Cause Fear
  • Charm Person
  • Color Spray
  • Command
  • Comprehend Languages
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • Distort Value
  • Feather Fall
  • Floating Disk
  • Heroism
  • Hideous Laughter
  • Id Insinuation
  • Identify
  • Illusory Script
  • Mage Armor
  • Sanctuary
  • Silent Image
  • Sleep
2nd Level
  • Animal Messenger
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Enhance Ability
  • Gift of Gab
  • Hold Person
  • Invisibility
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Mental Barrier
  • Mind Spike
  • Mind Thrust
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Ray of Enfeeblement
  • See Invisibility
  • Shadow Blade
  • Silence
  • Suggestion
  • Zone of Truth
3rd Level
  • Blink
  • Catnap
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fast Friends
  • Fear
  • Feign Death
  • Fly
  • Haste
  • Hypnotic Pattern
  • Incite Greed
  • Life Transference
  • Major Image
  • Meld Into Stone
  • Motivational Speech
  • Nondetection
  • Psionic Blast
  • Sending
  • Slow
  • Tongues
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Black Tentacles
  • Blight
  • Charm Monster
  • Compulsion
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Ego Whip
  • Freedom of Movement
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Resilient Sphere
  • Stone Shape
5th Level
  • Animate Objects
  • Awaken
  • Bigby's Hand
  • Contact Other Plane
  • Dominate Person
  • Dream
  • Enervation
  • Far Step
  • Geas
  • Hold Monster
  • Intellect Fortress
  • Legend Lore
  • Mislead
  • Modify Memory
  • Scrying
  • Seeming
  • Synaptic Static
  • Telekinesis
  • Telepathic Bond
6th Level
  • Disintegrate
  • Eyebite
  • Find the Path
  • Instant Summons
  • Mass Suggestion
  • Mental Prison
  • Otto's Irresistible Dance
  • Programmed Illusion
  • Psychic Crush
  • True Seeing
  • Word of Recall
7th Level
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Power Word: Pain
  • Project Image
  • Reverse Gravity
  • Sequester
  • Teleport
8th Level
  • Antipathy/Sympathy
  • Dominate Monster
  • Feeblemind
  • Illusory Dragon
  • Maddening Darkness
  • Mind Blank
  • Power Word: Stun
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • Invulnerability
  • Power Word: Kill
  • Psychic Scream
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

Optional Alternate Psi Method

For those who want Psionics to be more like earlier edition Psionics, or just more different from other current edition spellcasting classes, here is an optional alternate way to handle Psi features instead of Psi points.

Alternate Psionics

You do not have Psi points. Instead, each time you would spend one or more Psi points, make an Intelligence saving throw with a DC of 15 minus your Psionic level. On a failure, you cannot do things that would require spending Psi points until you finish a long rest. On a success, the effect happens, and the save DC for doing this next time is increased by the number of Psi points you would have spent on it.

For example, say you are a level 5 Psionic. You activate the 3 point Psi Laser Power by making an Intelligence save at DC 10. Next round you cast the Catapult spell at 2nd level by making an Intelligence save at DC 13. Next round you activate the 0 point Psi Laser Power without needing to roll a saving throw. Next round, you attempt to cast the 3rd level Fly spell by making an Intelligence save at DC 15, but you fail the save and can no longer do things that would require spending Psi points until you finish a long rest. And so next round you activate the 0 point Psi Laser Power again instead.

Notably, even after failing the save, you can still cause psychic effects with a Psi point cost of 0, including effects whose cost has been reduced to 0 by Sensory Deprivation.

Any time you would regain Psi points (such as when you finish a short rest), the save DC is reduced by the number of Psi points you would regain, to a minimum of 15 minus your Psionic level. Using the 20th level Scion feature also counts as finishing a long rest for the purposes of this feature if you have failed the saving throw since your last long rest.

Thanks for Reading!

Psionic was inspired by the Mystic class from Unearthed Arcana and Eleven and Kali from Stranger Things.


















©2020 Caleb Wichman


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