Psion Class

by VaranSL

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Psion v1.2 - 5e

Psions utilize the power of their minds to make their desires and wants actual. They are not held back by the need of beseeching the Weave or a diety to grant their power, but rather the mind is where their power lies. The brain of all creatures have the mental potential, but only those that have succeeded in tapping into that potential can call themselves psions.

Psions come from a variety of backgrounds, though many under go intense study to sharpen their minds and they focus on a specific field of study. Some use their psionic gift to help others, become assassins or to test just how powerful they can truly become.

Psionics

Psionics is the power of the mind, and allows characters to accomplish great feats that others would not be able to do. This includes things like teleportation, electrokinesis, telekinesis, readings minds and many other things.

While many might confuse the power of a psion with that of a wizard or cleric, a psion doesn't rely on the Weave or a divine's favor to cast spells. In fact, the psion doesn't cast spells, only enforces their will over other creatures and objects.

Level Proficiency
Bonus
Psi
Limit
Psi
Points
Psionic
Recharge
Talents
Known
Features
1 +2 1 2 1 1 Psi Points, Psionic Study
2 +2 2 4 1 2 Mindful Recovery, Telepathy
3 +2 3 6 1 2 Psionic Study feature
4 +2 3 8 1 2 Ability Score Improvement
5 +3 4 10 1d4 3 Strengthened Mind (1d4)
6 +3 4 12 1d4 3 Psionic Study feature
7 +3 5 14 1d4 3 --
8 +3 5 16 1d4 3 Ability Score Improvement, Potent Psionics (1d8)
9 +4 6 18 1d4 4 --
10 +4 6 20 1d4 4 Psionic Rush
11 +4 7 22 1d6 4 Strengthened Mind (1d6)
12 +4 7 24 1d6 4 Ability Score Improvement
13 +5 8 26 1d6 5 Mental Fortitude
14 +5 8 28 1d6 5 Psionic Study feature, Potent Psionics (2d8)
15 +5 9 30 1d6 5 Adaptive Mind
16 +5 9 32 1d6 5 Ability Score Improvement
17 +6 10 34 1d8 6 Strengthened Mind (1d8)
18 +6 10 36 1d8 6 --
19 +6 11 38 1d8 6 Ability Score Improvement
20 +6 11 40 1d8 6 Psionic Body

Quick Build

You can make a psion quickly by following these suggestions. First, make Intelligence your highest ability score. Depending on your subclass, your Dexterity (Soul Knife) or Constitution (Battlemind) should have your second highest ability score. Select the Psionic Talent Mystic Hand for utility or Vanish for combat abilities, and then choose the Hermit background.

Class Features

As a psion, you gain the following class features.

Hit Points


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

Proficiencies


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

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, History, Investigation, Nature, Religion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a spear or (b) a mace
  • (a) leather armor or (b) any simple weapon
  • (a) a light crossbow and 20 bolts or (b) a short bow and 20 arrows
  • (a) a scholar's pack or (b) an explorer's pack



Displaying Your Power

Whenever a psion uses their abilities, they make an outward display. It could be an intense look of concentration as they shoot out with their mind or the flicking of fingers as they use telekinesis. If you want to use your power without others noticing, the DM may require you to make a Stealth, Deception, Sleight of Hand or another appropriate skill to disguise your display of power

Psionics

As a student of psionics, you can master and use your mental powers to manipulate the world around you. Psionics is a special form of magic, distinct from spellcasting. Normal magic does not affect your psionic powers and vice versa.

Psionic Study

A psionic study is how you use your psionic powers. At 1st level, you select the study of focus for your psionic ability. These areas of study include the Study of the Psicrystal, Psychic Warrior, Soul Knife, and the Wilder.

Once you choose your area of study, you can not change it later.

Psi Points

You have an internal reservoir of energy that can be devoted to psionic abilities you know. This energy is represented by Psi Points. Each psionic study describes effects you can create with it by spending a certain number of Psi Points, furthermore you can learn psionic talents to also spend them on.

The number of Psi Points you have is based on your psion level, as shown in the Psi Points column of the Psion table. The number shown for your level is your Psi Point maximum, you can not exceed that limit, nor can you have less than 0 Psi Points.

If you are Incapacitated, your Psi Points immediately drop to 0 and you begin recharging when you are no longer Incapacitated.

Psionic Recharge

You regain a number of Psi Points at the beginning of your turn based on the Psionic Recharge column on the Psion table. The number of Psi Points you regain can not exceed your maximum as shown in the Psi Points column on the Psion table.

Psi Limit

Though you have access to a potent amount of psionic energy, it takes training and practice to channel that energy without hurting yourself. There is a limit on the number of Psi Points you can spend to activate a psionic ability at a time. The limit is based on your psion level, as shown in the Psi Limit column of the Psion table.

For example, as a 3rd level psion, you can spend no more than 3 Psi Points on an ability at a time, no matter how many Psi Points you might have. This does not restrict the amount of Psi Points you can spend in a round, but on a single ability.

Psionic Talents

A psionic talent is a psionic ability that you have mastered. While a psionic talent is active, your max Psi Points is reduced by the number of expended Psi Points used to power your talent. This reduction lasts until you end the talent.

At 1st level, you know one psionic talent of your choice. You learn additional talents of your choice at higher levels. The Talents Known column of the Psion table shows the total number of talents you know at each level; when that number goes up for you, choose a new talent.

Certain talents require a minimum number of Psi Points spent at a time, in which case you can not take a talent if your Psi Limit is not equal to or over the minimum points required. You can replace one known talent with another when you gain a psion level.

Psionic Ability

Intelligence is your psionic ability for your psion talent. You use your Intelligence modifier when setting the saving throw DC for a psionic ability or when making an attack roll.

Psion Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Psion attack modifier = your proficiency bonus +

your Intelligence modifier




Designer Notes - Recharge

I've long disliked the idea of Psi Points just being a pool of points you get every day, and it felt too much like spellcasting. While at first glance you might think that you have an 'unlimited' amount of points, you are in effect limited by your Psi Limit and what psionic talents you have taken. This makes a lot of psion powers have to have refresh rates on a short or long rest instead of relying on Psi Points, and provides the resource drain that other classes face over the course of an adventuring day. A psion faces a greater resource management fight during combat when they will be using their points constantly.

The idea of recharging your psionic points is inspired by Matt Colville's Gemstone Dragons from his Strongholds & Followers supplement book.

 

Variant: Recharge

At higher levels, instead of rolling a die you can instead take the average of that die. For 1d4, you would regain 2.5 points at the start of your turn. You can not spend half a point on an ability. In effect, this gives you a recharge of 2, 3, 2, 3, 2, 3, etc.

At 11th level you have a 1d6, you would recharge 3.5 Psi Points (3, 4, 3, 4, etc), and at 17th level you have a 1d8, you would recharge 4.5 Psi Points (4, 5, 4, 5, etc).

 

A flat number wasn't used to give a better representation of the stresses in combat. Sometimes you have more time for your mind's power to produce Psi Points, other times a good hit might make you lose focus, stopping you from regaining as many Psi Points.

Psionic Study

At 1st level, you choose a Psionic Study: Study of the Psicrystal, Study of the Psychic Warrior, the Study of the Soul Knife, or the Study of the Wilder; each of which is detailed at the end of the class description. Each study specializes in a specific approach to psionics.

Your order gives you features when you choose it at 1st level and additional features at 3rd, 6th, and 14th level.

Mindful Recovery

Starting at 2nd level, you can focus your mind and restore vigor to your body.

If you took damage since your last turn, you can use a bonus action to expend Psi Points to restore a number of hit points equal to twice the number of points spent, you can not heal more damage than what you took.

Telepathy

At 2nd level, your mind awakens and is able to communicate via telepathy. As a bonus action, you can expend a Psi Point to telepathically speak to any creature you can see within 120 feet of you for one round. 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.

You can telepathically link to more creatures by expending more Psi Points every round. When you do so, all creatures can talk back and forth with each other so long as all are able to understand at least one language or be telepathic itself.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Strengthened Mind

At 5th level, your mind has grown under the stress of your psionic ability and you regain your Psi Points at a faster rate. At the start of your turn, you recharge up to 1d4 Psi Points, you can not regain more Psi Points than your maximum.

This increases to 1d6 at 11th level and 1d8 at 17th level.

Potent Psionics

At 8th level, your weapon attacks have become infused with your mental might. Once on each of your turns when you make an attack roll with a weapon you are proficient in, you can deal an additional 1d8 psychic damage. This damage increases to 2d8 at 14th level.

Psionic Rush

Starting at 10th level, you can focus your mind in dire circumstances. As a bonus action, you can roll your Psionics Recharge die and regain a number of Psi Points equal to the result, you can not regain more than your maximum. You can use this ability a number of times equal to your Intelligence modifier and you regain all uses after a long rest.

Mental Fortitude

At 13th level, you can focus your mind against any attack. As a reaction when you make a saving throw, you can roll your Psionics Recharge die and add that result to your saving throw. You can do this a number of times equal to your Intelligence modifier, regaining all uses after a long rest.

Adaptive Mind

At 15th level, you mental powers have helped you transcend the trappings of life. You no longer need to eat, breath or sleep. To gain the benefits of a long rest, you can spend 8 hours doing light activity or meditating.

Furthermore, you gain resistance to psychic damage.

Psionic Body

At 20th level, your body has become infused with your potent psionics. You gain the following benefits.

  • You gain resistance to bludgeoning, slashing and piercing damage.
  • You can shift into the Ethereal Plane as a reaction when you are hit by an attack you can see, taking no damage. You return to the Material Plane at the start of your next turn. You can use this ability a number of times equal to your Intelligence modifier, restoring all uses on a short or long rest.
  • When you make a death saving throw, you can add your Intelligence modifier to the result. On the result of a 20 or higher, you wake up with 1 hit point. If you roll a 1, so long as your modifier increases that total above 1, you take only one failed save instead of two.
  • You body does not age and you can not die from old age.

Study of the Battlemind

You are a force on the battlefield, you use your mind to augment your physical might in variety of ways.

Battleminds are able to use their psionics to make themselves faster, resilient to damage and to manipulate their opponents.

Martial Training

At 1st level, you gain proficiency with all armor, weapons and shields.

Mental Training

Also at 1st level, you augment your martial prowess with a quick mind and an augmented body. You gain advantage on initiative checks, and when you roll initiative you can use your reaction to immediately expend Psi Points, gaining Damage Reduction equal to the number of Psi Points spent as you brace your body for impact. This Damage Reduction lasts until the end of your next turn.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 14th level, you can use it twice before a rest, but only once per encounter.

Psionics vs Spells

From an outsiders view spells and psionics may appear to be the same, but they are very different. You do not rely on the Weave or the Divine for your power, but rather on your mental prowess.

Furthermore, your psionic powers can not be dispelled by magic, just like your psionic powers can not dispel magic, this means your powers can still work while in an anti-magic field or similar effect, so long as the effect does not target your psionics.

 

Incapacitated

When you are incapacitated, your Psi Points available drop to 0, you lose focus on all Talents and you do not regain Psi Points until they are recharged. Incapacitated is part of the following conditions:
     Paralyzed, Petrified, Stunned and Unconscious

Once you are no longer Incapacitated, you can begin recharging your Psi Points at the start of your turn, and re-focusing your Talents. This takes the normal amount of time, and that might mean you must spend several turns re-focusing your Talents back to where they were before you became Incapacitated.

Lightning Rush

At 3rd level, when an ally you can see is targeted with an attack, you can use your reaction to move up to half your speed towards the attacker. If you end your movement within 5 feet of the attacker, they are thrown off from your sudden appearance and make the attack with disadvantage.

Quick Thrusts

Starting at 6th level, when you take the attack action, you can spend 4 Psi Points to immediately take a second attack, either on the same target or a second target. If you target the same creature and you hit on both attacks, the creature must make a Strength saving throw or fall prone from your onslaught.

When you use this ability, you deal extra damage equal to your Psionic Recharge die on one of those attacks.

Psionic Prescence

Also at 6th level, you can no longer be surprised.

Bodily Focus

At 14th level your body and mind lend each other strength. Whenever you recharge Psi Points and have less than half your hit point maximum, you can choose to instead heal your body. You can choose to change any number of recharged Psi Points into hit points. You can not heal more than half your hit point maximum, and if you can not recharge Psi Points you can not heal hit points.

Onslaught of Blows

Also at 14th level, when you take the attack action, you can spend 6 Psi Points to immediately take up to three attacks, either on the same target or on up to three different targets. If you target the same creature for three attacks and hit on all three, the creature must make a Constitution saving throw or be stunned from your onslaught until the end of their next turn.

When you use this ability, you deal extra damage equal to your Psionic Recharge die on one of those attacks.

Study of the Mindthief

Those who study the Mindthief find their mind augmenting their weapons and their attacks. When they strike out, they steal the powers and life force of their victims.

Most who study these powers are interested in controlling the minds of others, even the small vermin that scurry in the dark.

Summon Swarms

At 1st level, you gain the ability to summon rats or bats to your aid. As an action, you can summon a swarm of rats or a swarm of bats, your choice and you can only have one swarm summoned at a time.

The swarm appears in an unoccupied space within 5 feet of you, and acts on your initiative count directly before you. The swarm follows all orders you give it, no action required, and lasts for 1 minute or until its hit points reach 0, whichever comes first.

As part of the summoning, you must spend a number of Psi Points, minimum 1, and they gain a bonus to their attack and damage rolls equal to half the number of Psi Points spent, rounded down. Also, at the start of their turn they regain a number of hit points equal to the number of Psi Points spent at the time of their summoning.

You can use this feature once, regaining it on a short or long rest.

Reflective Mind

Also at 1st level, when you succeed on the initial saving throw against a spell or other magical effect, you can use your reaction and spend a number of Psi Points to target a creature within a number of feet equal to 5 times the Psi Points spent. The target must now make a saving throw against the spell or magical effect you succeeded on.

You can only reflect spells or magical effects that required a Charisma, Intelligence or Wisdom saving throw. The target creature must be in range of the original caster of the spell or magical effect. This feature can be used once per short or long rest.

Augmented Strike

At 3rd level, you can augment your attacks with your growing psionic powers. You can begin the augmented strike as a bonus action on your turn and when you do so, choose one of the following strikes below. Your augmented strike lasts for a minute, you can not change the effect once you choose it and you can not recharge Psi Points while it is active.

Healing Strike. When you make a successful hit with a weapon you are proficient with, you gain a number of temporary hit points equal to the damage you dealt.

Mindful Strike. On all attacks you make with a weapon you are proficient with, you can add your Intelligence modifier to the damage roll.

Reaching Strike. While using a weapon you are proficient with, your weapon gains the Thrown (30/90) property and it immediately returns to your hand after you throw it, requiring no action.

Once you have activated your Augmented Strike, you can not use this feature again until you take a short or long rest. You can end your Augmented Strike early with a bonus action or if you become incapacitated.

Empowered Augmentations

At 6th level, your strikes have taken on new powers. While your Augmented Strike is active, you can make an extra attack as part of your attack action so long as you are using a weapon you are proficient with.

Furthermore, you can now use your Augmented Strike twice instead of once, regaining all spent uses on a short or long rest.

Greater Summons

At 14th level, you have greater control over your allied rats and bats. When you use the Summon Swarms feature, you can now summon two swarms at the same time instead of only one. Each swarm must be summoned into an unoccupied space within 5 feet of you. Furthermore, each swarm starts with maximum hit points instead of the average.

Befuddled Minds

Also at 14th level, your Augmented Strikes can confuse and thwart your opponents. While your Augmented Strike is active, your strikes now have extra effects you can trigger.

Healing Strike. When you use your Healing Strike, you can spend Psi Points to also give a creature that you can see temporary hit points. The creature must be within a number of feet equal to 5 times the Psi Points spent from you.

Mindful Strike. When you use your Mindful Strike, you can spend 6 Psi Points and the creature must succeed on a Wisdom saving throw or have disadvantage on their attack rolls until the end of their next turn.

Reaching Strike. When you use your Reaching Strike, you can spend Psi Points to hit a second creature with the same attack. If your initial attack roll would hit the second creature's AC, they take damage equal to half the damage you rolled for the original target. You can target a creature that is within a number of feet equal to 5 times the Psi Points spent from the original target.

Study of the Psicrystal

Those who study the Psicrystal are powerful psions and have found a way to augment their power by manifesting a piece of their essence into a crystal.

These psicrystals hold a fragment of their maker's personality, and allow the psion to channel their power to create companions and lash out with intense force.

Captured Soul

Starting at 1st level, you create a manifestation of yourself that becomes a psicrystal. Each psicrystal is unique to the creator of it, and takes on a specific color and physical characteristic. The physical characteristics of your psicrystal may morph and change throughout your life to express your accomplishments, failures and mind-set, but no matter how much it may change, it still retains a lot of it's original shape from when it was created.

As an action, you can toss your psicrystal into the air and it will hover close to you, or you can use an action to grab it from the air. If a creature wishes to grab or destroy your psicrystal while it is floating around you, they must succeed on an attack roll against the psicrystal's AC (15 + your Dexterity modifier + Intelligence modifier) or succeed on a Dexterity (Acrobatics) check against the psicrystal's DC (15 + your Dexterity modifier + Intelligence modifier).

A psicrystal is an equipped, tiny object while it is hovering around you, has a number of Hit Points equal to two times your psion level and resistance to all damage. If your psicrystal is ever destroyed, it takes one hour of careful and intense concentration to create a new psicrystal, this can be done as part of a long rest but not a short rest.

While the psicrystal is active, it gives off a faint glow of its color, producing up to 5 feet of dim, colored light. As a bonus action, you can increase it's light to 15 feet of dim light, or stop it from glowing at all.

The psicrystal has a small bit of your personality, and seemingly has it's own sentience. If it disapproves of your actions, finds something funny, or similar, it'll react to it, either by tapping you on the head in a disproving way, shaking as if in laughter or a variety of other actions. It will always listen to your orders, even if it disagrees with them.

Psicrystal Control

At 1st level, you can morph and use your crystal in a variety of ways. While your psicrystal is active, you gain the following abilities.

Morphic Form. As a bonus action, you can morph the appearance and abilities of your psicrystal into a small or smaller beast of CR 1 or lower, this requires a number of Psi Points equal to the CR (minimum of 1), and your Psi Point max is reduced as if you were focusing on a Psionic Talent.

While in its new form, it has the same statistics of that beast but can only attack once if that beast has the multiattack feature. The psicrystal takes it turn during your turn, and you can order it to take the attack, dodge, help or dash action requiring no action. It can automatically use its reaction to take Attacks of Opportunity.

If the creature hits 0 hit points, it reverts back to its original psicrystal form and any extra damage it took in its beast form is carried over to it's psicrystal form, though the damage will be reduced as the psicrystal has resistance to all damage.

The beast still takes on the look of your psicrystal and might have green, jagged fur or look like a smooth, yellow stone carved to resemble a beast.

The psicrystal retains its form for 1 hour or until it's reduced to 0 Hit Points. You must finish a short or long rest to morph your psicrystal again.

Linked Minds. You can telepathically communicate with your psicrystal so long as you are on the same plane and within 1 mile of each other. It can send you it's thoughts, opinions and even send you images and sounds using your normal senses. This effect works even while it is in Morphic Form.

i.e. If you have darkvision for 60 feet, the psicrystal, regardless of form, has darkvision for 60 feet.

Living Projectile. You can shoot your psicrystal out, slamming it into a target within 30 feet of you. As an action, make a psionic attack roll and on a hit the psicrystal deals 1d8 bludgeoning damage. It then returns to your side immediately. It deals double damage against objects, though it takes as much damage from the attack as well.

You can not use this ability while your psicrystal is in its Morphic Form.

Psicrystal Characteristics

Psicrystals are a fragment of the creator and as such has a bit of their personality in it. Depending on the personality of the creator, a psicrystal could be a brilliant green with soft edges, signifying the creator as friendly or happy. Or it could become a black, jagged spike, signifying the creator has a dark past or unhappy view point on life.

Color Temperament
Red Intense Emotions, Quick Tempered
Orange Empathatic, Emotional, Manipulating
Yellow Cheerful, Wise, Observant
Green Flexible, Free, Rowdy
Blue Intelligent, Cold, Calculating
White Creative, Life, Fulfillment
Black Madness, Brooding, Reclusive
Shape Temperament
Jagged Cruel, Vicious, Quick Tongue
Soft Gentle, Kind
Smooth Easy going, Relaxed
Bumpy Witty, Oblivious, Unaware
Symmetrical Even-footed, Fair
Asymmetrical Guarded, Withdrawn
Psicrystal Quirks

As psicrystals are concentrated motes of personality, they often exhibit strange quirks.

d10 Quirk
1 Is extremely shy around new people.
2 Likes to be the center of attention.
3 Will occasionally try to make a strange, warbled singing noise audible anyone nearby.
4 Tries to play pranks on you, but poorly.
5 Assumes that any praise you receive is actually for it, and will strut around in admiration of itself.
6 Has a very short temper and strong differing opinions from you.
7 Likes to eat food, but has no mouth.
8 Enjoys soft objects, and has expensive tastes.
9 Has the opposite personality of you. If you are introverted, it is extroverted. If you are brooding, it is extravagant.
10 It is scared of heights, and will constantly move along the ground, even tripping you.

Growing Control

At 3rd level, your control over your psicrystal continues to grow stronger. You gain the following benefits.

Growing Form. When the psicrystal uses its Morphic Form, it can now assume the form of a medium or smaller beast, all other restrictions still apply.

Linked Bodies. As an action, you can teleport to your psicrystal's position, or vice versa, so long as it is within 100 feet of you. Once you use this ability, you must finish a short or long rest to use it again.

Battering Projectile. Whenever the psicrystal hits a creature when making an attack with your Living Projectile ability, you can expend a number of Psi Points and the target must make a Strength saving throw as it is slammed into with a powerful force. On a failed save, they are knocked prone.

The number of Psi Points you must expend is dependent on creature size; for a tiny creature, you must spend 1 Psi Points; a small creature, 2 points; a medium creature, 3 points; a large creature, 4 points; and a huge creature, 5 points.

Improved Control

At 6th level, your control of the psicrystal has become a force to be reckoned with. You gain the following benefits.

Improved Form. When the psicrystal uses its Morphic Form, it can now assume the form of a large or smaller beast with a challenge rating of 3 or less, you can morph your psicrystal twice instead of only once every short or long rest, and all other restrictions still apply.

In addition, the Morphic Form's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Linked Psionics. While your psicrystal is within 1 mile of you, you can channel your psionic power through it as if you were occupying it's space. The Psi Point cost is doubled for channeling through your psicrystal, this includes the Psi Point max reduction when using your psionic talents through it.

This ability still works if it is in Morphic Form.

Magical Projectile. The psicrystal is considered magical for the purposes of overcoming resistances and immunities.

Greater Control

At 14th level, you are truly a master of the psicrystal. You gain the following benefits.

Greater Form. When the psicrystal uses its Morphic Form, it can now assume the form of a huge or smaller beast with a challenge rating of 5 or less, if the assumed beast has the multiattack ability, your psicrystal can use it. All other restrictions still apply.

Linked Life. When you take damage from an attack you can see, you can use your reaction and have your psicrystal take the damage for you, or vice versa. Once you use this ability, you must finish a short or long rest to use it again.

Potent Psicrystal. Your Potent Psionics ability can now be used on your psicrystal's attack instead of your own, even when it is in Morphic Form.

Study of the Psychic Warrior

Those who study the path of the Psychic Warriors use their psionic abilities to augment their body and mind to become fearsome warriors.

Martial Training

At 1st level, you gain proficiency with all armor, weapons and shields.

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Immortal Body

At 3rd level, your psionic might can allow you to overcome any challenge. As an action, you gain a number of temporary hit points equal to your Psi Points maximum on the Psionics chart. Once you have used this feature, you must complete a short or long rest before you can use it again.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Psionic Surge

At 6th level, you can create a protective force of energy to safeguard you from harm. As a reaction on your turn when you take damage from an attack you can see, you can instantly drop all Psionic Talents you have active and take no damage from the attack. Furthermore, if the attacker is within 30 feet of you, they must succeed on an Intelligence Saving Throw against your Psionic DC or take the damage instead as the protective force lashes out.

Once you use this feature, you must finish a short or long rest before using it again.

If you have no active Psionic Talents, you can not use this ability. An active Psionic Talent is any talent that reduces your Psi Point maximum while it is in effect, like Nomadic or Psionic Armor.

Psionic Aura

At 14th level, you can use your mind to lash out and affect those around you. As a bonus action, you can create a psionic aura with one of the following effects below. The aura is 5' wide for every 3 Psi Points that you spend, this decreases your Psi Point maximum the same way that Psionic Talents do while this aura is up, you can drop this aura as a bonus action. This aura affects all creatures of your choice within the aura and you can change the effect of your psionic aura as a bonus action, requiring no Psi Points to change.

If a creature has total cover from you, they can not be affected by your aura.

Cripple. Creatures of your choice inside your aura take 4 psychic damage at the start of your turn. This damage increases to 5 at 17th level and 6 at 20th level.

Exalt. Creatures of your choice inside your aura gain 4 temporary hit points at the start of your turn. This bonus increases to a 5 at 17th level and 6 at 20th level. Furthermore, while they are in your aura they have advantage on any saving throws against being frightened or charmed.

Lure. Creatures of your choice inside your aura must make an Intelligence saving throw or have disadvantage on all attack rolls not targeting you. If they make the saving throw, they must repeat it again at the start of their next turn.

Restrict. Creatures of your choice inside your aura treat this area as difficult terrain. If they end their turn within 5 feet of you, they must succeed on a Strength saving throw or be knocked prone from your psionic force.

Study of the Soul Knife

The study of the Soul Knife is about harnessing your psionic abilities into an unmatched weapon. At just a thought you can summon a blade of pure psychic energy that strikes true and cleaves through foes.

Soul knives vary widely in their approach to this path. Some follow it out of a desire to achieve martial perfection. Others are ruthless assassins who seek to become the perfect killer.

Martial Fighter

At 1st level, you gain proficiency with martial weapons.

Soul Knife

Starting at 1st level, you gain the ability to manifest a blade of psychic energy. As a bonus action, you can create up to two scintillating knives of energy that project from both of your fists. Each blade costs you 1 Psi Point to summon, your Psi Limit must be at least 2 points to summon both on the same bonus action, and you can’t hold anything in your hands while these blades are manifested. You can dismiss one or both of them as a bonus action and they last for 1 minute.

While you have at least one soul knife formed, unless otherwise stated, you gain the following benefits.

Martial Weapon. The soul knife is a martial melee weapon with the light and finesse properties. It deals 1d8 psychic damage on a hit and you can make an attack with your offhand soul knife as a bonus action.

    Parry. As a bonus action, you can ready your soul knives and you gain a +2 bonus to your AC. You must have two soul knives available to use this ability.

Psychic Block. As a reaction when you are hit, you can spend a number of Psi Points to increase your AC by 1 for each Psi Point spent, you can not exceed your Psi Limit. The psychic barrier immediately dissipates after the attack.

Psionic Burst

At 3rd level, you can inflict far greater pain on your target. Once per turn, on a melee hit with your soul knife, you can spend a number of Psi Points up to your Psi Limit to deal more damage. For every Psi Point you spend, you deal an additional 1d6 psychic damage to your target. The target can make an Intelligence saving throw to take half damage.

Soul Knife Expert

At 6th level, you have become better trained with your soul knives and you can use them in new ways.

While you have at least one soul knife equipped, unless otherwise stated, you gain the following benefits.

Two Weapon Fighting. You can add your ability modifier to your off hand attack so long as it is wielding a soul knife.

Synaptic Twist. When you hit a creature, you can expend a number of Psi Points, minimum 1, to cause their synapses to misfire and they must succeed on a Constitution saving throw against your Psion Save DC. On a fail, they are defeaned or blinded, your choice, for a number of rounds equal to the expended Psi Points. They can repeat the save at the end of their turn, ending the effect on a success. Constructs and Undead automatically succeed on this saving throw.

Improved Psychic Block. When you use your Psychic Block ability, the psychic barrier now lasts until the start of your next turn. You can not later increase your bonus to AC once the block is activated.

Soul Knife Master

At 14th level, your are a true master of the Soul Knife and you gain the following benefits while you have at least one of your soul knives equipped, unless it states otherwise.

Hardened Energy. Your soul knife now deals 1d10 psychic damage on a hit.

Thrown Energy. Your soul knife gains the Thrown property and you can throw your psychic blade up to a range of 20/60 feet. After your attack roll, it immediately reforms in your hand. You can extend the range of your thrown weapon by expending Psi Points up to your Psi Limit. For every Psi Point spent, your normal range increases by 5 feet and your maximum increases by 15 feet.

Greater Psychic Block. When you use your Psychic Block ability, while the psychic barrier is up you have resistance to damage from spells.

Study of the War Master

As a War Master, you look at the battlefield in a different way than your allies. The chaos of battle forms strategies in your mind.

Utilizing your psionics, you can encourage your allies and soldiers to push forward when all hope seems lost, turning a sure loss into an absolute victory.

Martial Training

At 1st level, you gain proficiency with all armor, weapons and shields.

Bolstering Words

Also at 1st level, your words inspire your allies to carry on when all hope seems lost. When you see an ally hit by an attack, you can immediately use your reaction to bolster their resolve so long as they can hear you, you must use this ability before damage is declared. Spend a number of Psi Points up to your Psi Limit, the ally gains a number of temporary hit points equal to 5 times the number of Psi Points spent. The attack's damage goes through the temporary hit points first.

You can use this ability a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest.

Leading the Charge

Beginning at 3rd level, you inspire your allies to take risks and decisive actions. When you are hit by an attack, as a reaction you can give a mighty battle cry, you and a number of allies equal to your Intelligence score, and who can hear you, can use their reaction to move up to their speed towards your enemies, they can not use this movement to move away from your enemies.

Furthermore, all chosen allies, including yourself, have advantage on any saving throw against being frightened or charmed for the next minute.

Once you use this ability, you must complete a short or long rest to use it again.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Lead by Example

At 6th level, you strike your opponents with such ferocity that it inspires your allies to do the same. When you hit a creature, you can use your reaction to let out a huge, commanding bellow. Allies within 30 feet of you, that can see and hear you, can then use their reaction to make one weapon attack with advantage against a target of their choice.

You can use this ability once, regaining the ability on a short or long rest.

Leader's Voice

At 14th level, you can encourage your allies when they attack your enemies. As a reaction when you see an ally make a weapon attack and hit an opponent, you can encourage their strikes and so long as they can hear you, you can roll your Psionic Recharge die and they deal additional damage equal to two times the number rolled.

You can use this feature a number of times equal to your Psi Limit, regaining all spent uses after a long rest.

Study of the Wilder

While most wouldn't consider the wild emotions and raw ability of the Wilder as worth studying, many who follow this path claim it takes intense mental discipline to control that wild power.

Wilders are quick to use their emotionally-charged powers and unleash it on any obstacle in their way.

Psionic Trainee

At 1st level, you gain an additional Psionic Talent of your choice and it does not count against your total Talents known.

Psionic Strike

At 1st level, you can lash out with your mind, your emotions creating a powerful force that batters your enemies. As an action, you can target one creature up to 30 feet away and they must succeed on an Intelligence saving throw or take 1d8 psychic damage.

You can spend Psi Points when you use this ability to increase your range by 10' for every Psi Point spent.

At higher levels, you psion mind grows stronger and you deal 2d8 damage at 5th level, 3d8 at 11th level and 4d8 at 17th level Psion. You can choose to use all your damage dice on the same target or split up your d8s on different targets. You can not split a damage die between multiple creatures.

Psionic Strike

When you target a creature, or creatures, with your Psionic Strike, you can split up your d8s how you see fit. You might decide, if you are a level 17 Psion, that you wish to split up your 4d8s to hit 4 different creatures, in which case each creature only takes 1d8. Or you might decide to split your 4d8s between two creatures, one gets 1d8 and the other gets 3d8.

Blood Charge

Beginning at 3rd level, when you use an ability that requires you to spend Psi Points, you can instead sacrifice your own hit points to feed your psionic abilities. For every Psi Point you create in this way, you take 2 points of necrotic damage, this damage can not be reduced in any way.

You can not create more Psi Points than your Psi Limit, nor can you take more of your hit points than you have left, these Psi Points are immediately used on the ability and if you create more than you need they are wasted. If you use this on a Psionic Talent, your Psi Point maximum is still reduced as if you had spent Psi Points.

Once you have used this ability a number of times equal to your Intelligence modifier, you must finish a short or long rest to regain this feature.

Psionic Protégé

At 6th level, you gain an additional Psionic Talent of your choice and it does not count against your total Talents know.

Sharper Mind

Starting at 6th level, when you use your psionic strike, you can now add your Intelligence modifier to each damage die. Furthermore, if a creature succeeds their saving throw against your Psionic Strike, instead of taking no damage they now take half damage.

Shattered Minds

Beginning at 14th level, as an action you can manipulate a creature with your mind. When you do so, you expend a number of Psi Points and choose an effect from the list below. The creature must then succeed on the saving throw or the effect takes hold. This effect lasts for 1 minute and the creature can repeat the saving throw at the end of their turn.

You can use this feature a number of times equal to your Intelligence modifier, regaining all uses on a long rest.

Psi Points Effect Save
5 Large or smaller creatures fall prone Dex
6 Target is blinded Con
6 Target is deafened Con
6 Target becomes fightened of you Wis
7 Target gains 1 level of exhaustion* Con
8 Target becomes Restrained Str
9 Target becomes Stunned Int
10 Target becomes Paralyzed Int

*When the duration ends or the target makes their saving throw, that level of exhaustion is removed. Exhaustion can be stacked using this ability, but you must keep expending Psi Points every turn and they make a save against that exhaustion. If they have multiple levels of exhaustion, they roll only one Constitution saving throw at the end of their turn, if they succeed they remove one level of exhaustion. Every time they gain a level of exhaustion using this ability, the effect's duration resets to 1 minute.

Psionic Talents

All psionic talents require an action to activate unless otherwise specified, you can drop a talent's effect as a free action at any time you wish. If you are Incapacitated all psionic talents automatically end and your Psi Points drop to 0. Once you are no longer incapacitated you can reactivate your psionic talents, but it requires the normal time to activate them and you must have the Psi Points available.

While a psionic talent is active, your Psi Points maximum is reduced by the number of points you spent on the talents effect, this stacks with spending Psi Points on other talents. You can not spend more points on a single talent than your Psi Limit, and you are limited by the number of Psi Points you can spend per your Psi Point maximum. You can not take a talent twice or have multiple castings of the same talent.

Crippled Mind

Intelligence Saving Throw


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: Action
  • Duration: 1 minute

You send out psionic forces that can cripple minds. You can target a creature within 60 feet of you, they must succeed on an Intelligence saving throw or become stunned for 1 minute. They can repeat the saving throw at the end of their turn. If they succeed against the initial saving throw, they have disadvantage on their next attack as they are still reeling from the blast.

You can use this ability a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest.

Dark Tidings

Constitution Saving Throw


  • Prerequisite: None
  • Minimum Psi Points: 2
  • Focusing time: Action
  • Duration: Instantaneous

Your thoughts cause a creature's skin to wither to dust. You spend 2 Psi Points and a creature within 30 feet of you must succeed on a Constitution saving throw or take 2d10 necrotic damage and have disadvantage on attack rolls until the end of their next turn. On a success, they only take half damage.

For every additional Psi Point you spend, the damage increases by 1d10.

Control vs Damage

When creating your psion, you must choose your school of study. Some studies, like the Soul Knife or the Psychic Warrior are focused on dealing more damage and being a focus for attacks.

The Wilder or the Psicrystal is focused on controlling the battlefield and keeping their allies protected with summoned allies or status effects.

Electrokinesis

Ranged Psion Attack


  • Prerequisite: None
  • Minimum Psi Points: 1
  • Focusing time: Action
  • Duration: Instantaneous

By focusing your brainwaves, you form a ball of crackling electric energy in your hands. Targeting a creature within 60 feet of you, you shoot the ball towards them. Expend a Psi Point and make a ranged psion attack, on a hit the target takes 1d10 lightning damage.

If you spend additional Psi Points, you can arc the lightning out from that creature towards a number of creatures equal to the Psi Points you spent. The other targets must be within 30 feet of the original, and if the original ranged psion attack would hit their AC, they are also struck by the lightning and take the same damage the original target took. For every 2 additional Psi Points spent, the damage increases by 1d10.

i.e. If you spend 3 Psi Points, you deal 2d10 lightning damage and can target 2 other creatures after hitting your original target.

Eureka

Ability Check


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: -
  • Duration: -

If your total for an Intelligence check is less than your Intelligence score, you can use that score plus add your proficiency to the check if you are not proficient in that skill. If you are proficient in the skill, double your proficiency bonus. You can use this ability a number of times equal to your Psi Limit, regaining all spent uses on a long rest.

i.e. If your Intelligence is 18, and you roll a 6 on an Investigation check, treat that roll as an 18 and add your proficiency bonus. If you are proficient in Investigation, double your proficiency bonus for this check.

Expansion

Physical Transformation


  • Prerequisite: None
  • Minimum Psi Points: 3
  • Focusing time: Action
  • Duration: Until Ended

Your mind begins transforming your physical body into that of a fearsome warrior that is larger than life. When you focus 3 Psi Points, your form increases in size by one category--from Medium to Large, for example. Your size doubles in all dimensions, and your weight is multiplied by eight, this also increases the size of any worn equipment.

While you are in this increased size, any weapons that increased in size with you now deal an additional 1d4 extra damage and you have advantage on Strength saving throws or checks.

If you focus additional Psi Points, you can increase the power of your form. For every 3 additional Psi Points, the extra damage you deal with your enlarged weapons is increased by one die--from 1d4 to 2d4 for 6 Psi Points, and then from 2d4 to 3d4 for 9 Psi Points.

As this form is both mentally and physically exhausting to keep up, if you stay in this form for longer than a number of hours equal to your Constitution modifier (minimum 1 hour) in a single day, then you gain a level of exhaustion. You gain more levels of exhaustion for every additional hour you stay in this form and the total number of hours in this form is cumulative per day, minimum of 10 minutes per use.

False Friends

Wisdom Saving Throw


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: Action
  • Duration: Instantaneous

You target one creature within 30 feet of you and trick their eyes. They must succeed on a Wisdom saving throw or they must use their reaction to immediately strike out at a creature of your choice within their reach, thinking it is you.

You can use this ability a number of times equal to your Intelligence modifier, regaining all spent uses after a long rest.

Far Punch

Combat


  • Prerequisite: None
  • Minimum Psi Points: 1
  • Focusing time: Action
  • Duration: Instantaneous

You target one creature within 30 feet of you that you can see and attack them with your telekinentic force. The target takes 1d4 force damage for every psi point spent. Inanimate objects cannot be damaged by this talent.

You can use this ability a number of times equal to your Psi Limit, regaining all spent uses after a long rest.

Fearful Strike

Wisdom Saving Throw


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: Reaction
  • Duration: Instantaneous

You strike out and blast your opponent's mind with fearful images. On a successful melee attack roll, you can use a reaction and force your the target to make a Wisdom saving throw. On a failed save, they are frightened of you until the end of their next turn and must use their reaction to take the Dash action and move directly away from you. They will not move into anything dangerous, and this movement does provoke attack of opportunities.

You can use this ability a number of times equal to your Intelligence modifier, regaining all expended uses after a long rest.

Feather Footed

Movement


  • Prerequisite: None
  • Minimum Psi Points: 1
  • Focusing Time: Reaction
  • Duration: Special

You can augment your steps and make yourself as light as a feather. Whenever you move across difficult terrain, you can use your reaction and expend psi points, you ignore difficult terrain for a number of feet equal to 5 times the number of psi points spent and you gain resistance to any damage you would take from the terrain you are moving across like acid, lava or from spells like Spike Growth.

The number of psi points spent in this manner is cumulative in a round, and you can not exceed your psi point limit in a round for this feature.

Flit

Teleportation


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: Bonus Action
  • Duration: Instantaneous

As a bonus action, your psionic powers can teleport you up to 30 feet away. You can use this ability a number of times equal to your Psi Limit, regaining all spent uses after a long rest.

Focused Blade

Enhancement, Weapon


  • Prerequisite: Soul Knife
  • Minimum Psi Points: 3
  • Focusing time: Action
  • Duration: Until Ended

You sharpen your focus and your soul knives become deadlier weapons. Whenever you use your soul knives, you gain a +1 to attack and damage rolls for every 3 Psi Points spent.

Focused Mind

Recharge Psi Points


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: Bonus Action
  • Duration: 1 minute

You can focus your mind and recharge double the amount of Psi Points as usual for the next minute, after the duration you gain 1 level of exhaustion.

Ghost in the Steel

Intelligence Saving Throw


  • Prerequisite: None
  • Minimum Psi Points: 2
  • Focusing Time: Reaction
  • Duration: 1 Minute

On a successful melee attack roll against a creature, you can use a reaction to leave behind a psionic spike. The next time the target makes an attack or deals damage to any creature in the next minute, they take 3d10 psychic damage unless they succeed on an Intelligence saving throw, taking half on a success.

For every 2 additional Psi Points you expend, you can increase the damage by 1d10.

Greater Reach

Enhancement, Weapon


  • Prerequisite: Soul Knife
  • Minimum Psi Points: 5
  • Focusing time: Action
  • Duration: Until Ended

Your soul knives can extend further out to strike at your opponents. Your soul knives gain the Reach property and have a reach of 5 feet for every 5 Psi Points focused.

Iron Mind

Enhancement, Psion


  • Prerequisite: None
  • Minimum Psi Points: 10
  • Focusing time: Action
  • Duration: Until Ended

Your mind is like an iron force, crushing all before you. You can spend 10 Psi Points to increase your Psion save DC by 1.

Life Siphon

Constitution Saving Throw


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: Action
  • Duration: Instantaneous

You target a creature you can see, and attempt to drain them of their life to fuel your power. They must succeed on a Constitution saving throw or you regain a number of Psi Points equal to your Psi Limit and they take necrotic damage equal to 5 times that. On a successful save, you only regain half your Psi Limit (rounded down) and they take necrotic damage equal to 5 times that.

This ability can be used once per short or long rest.

Martial Focus

Enhancement, Combat


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: Bonus Action
  • Duration: Until Next Attack

As a bonus action, you can read the surface thoughts of your opponent and how they plan to defend themselves. You gain advantage on your next attack roll against that target. You can use this ability a number of times equal to your Psi Limit, regaining all spent uses on a long rest.

Mental Block

Combat


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: -
  • Duration: 1 Round

When you attack a creature with a melee weapon, as part of the attack you can place a mental block in their mind, causing them to not be able to see a creature of your choice, excluding yourself. The chosen creature is invisible to the target until the end of your next turn, or they take the attack action, cast a spell or do anything to the target.

You can use this ability once per short or long rest.

Why are there Psionic Talents?

Psionic talents are a way to customize your psion to better match how you wish to play. Certain players might like more utility options, while others may focus on combat. Each psion is limited in the number of Talents they can learn to a maximum of 6, except for the Wilder with a maximum of 8.

As the psion is constantly recharging spent Psi Points, Psionic Talents are a way to limit the amount they have available at a time. By deciding how many points you wish to focus on a Talent, you are decreasing the pool of available Psi Points for other abilities. Not everyone will like that, which is why there are a number of talents that don't require Psi Points but can be used a number of times before having to take a short or long rest to regain them.

Mystic Hand

Problem Solver


  • Prerequisite: None
  • Minimum Psi Points: 1
  • Focusing time: Action
  • Duration: Until Ended

You can grab small objects with your mind and maneuver them with some precision. For 1 Psi Point, you can manipulate one object that weighs 10 pounds or less. If you spend more Psi Points, you can manipulate a number of objects, that weigh 10 pounds or less, equal to the Psi Points spent. Or you can manipulate a single object that weighs a number of pounds equal to 10 times the Psi Points spent. i.e. If you spend 5 Psi Points, you can manipulate 5 objects that weigh 10 pounds or less, or you can manipulate a single object that weighs 50 pounds or less.

Nomadic

Enhancement, Speed


  • Prerequisite: None
  • Minimum Psi Points: 2
  • Focusing time: Action
  • Duration: Until Ended

You move unnaturally fast as your mind pushes you forward. Your speed increases by 5 feet for every 2 Psi Points you focus.

Persistent Harrier

Teleportation


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: Reaction
  • Duration: Instantaneous

When you see a creature within 60 feet of you make an attack roll against you, regardless of whether it hits or miss, you can use your reaction to immediately teleport to them and make a single melee weapon attack against them.

Once you use this feature, you must finish a short or long rest before you can use it again.

Propel

Ability Check


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: Reaction
  • Duration: Instantaneous

When a creature ends their turn within 5 feet of you, you can use a reaction to push them directly back from you with your mind. Make an Athletics check using your Intelligence modifier, contested by their Athletics or Acrobatics check. If you win the contest, they are pushed back up to a number of feet equal to 5 times your Intelligence modifier. This movement does not trigger attacks of opportunity.

Once you use this feature, you must finish a short or long rest before you can use it again.

Psionic Ambush

Teleportation


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: Bonus Action
  • Duration: Instantaneous

Moving forward with a set purpose, you can teleport to a target creature within 30 feet of you and you have advantage on attack rolls against them until the end of your turn. You can use this feature once per short or long rest.

Psionic Armor

Enhancement, Armor


  • Prerequisite: None
  • Minimum Psi Points: 2
  • Focusing time: Action
  • Duration: Until Ended

While you are unarmored, you create a barrier of protective energy over you. You gain an AC equal to 10 + your Dexterity modifier + 1 for every 2 Psi Points you spend.

i.e. If you spend 4 Psi Points, your AC would be 10 + Dexterity modifier + 2

Psionic Form

Enhancement, Combat


  • Prerequisite: Battlemind, Psychic Warrior
  • Minimum Psi Points: -
  • Focusing time: Bonus Action
  • Duration: 1 minute

Your mind can begin morphing your body so that your skin takes on the form of stone, giving you a resilience to weapons. As a bonus action, your skin turns to stone and you gain the following benefits.

  • You reduce all damage from bludgeoning, piercing and slashing damage by 2.
  • Once per turn, on a hit with a weapon you are proficient with, you deal additional damage with your weapon equal to your Psionics Recharge die.
  • You have advantage on any ability checks to not be knocked prone or shoved.

This form lasts for 1 minute and you can not recharge Psi Points while in this form, though you can still spend Psi Points like usual. You can end this form early by using a bonus action to end it or if you become incapacitated.

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

Psionic Guardian

Combat


  • Prerequisite: None
  • Minimum Psi Points: 1
  • Focusing Time: Reaction
  • Duration: Instantaneous

When an ally within 30 feet of you is hit from an attack that you can see, you can use your reaction and expend a Psi Point to grab them with your mind and pull or push them back 5 feet. If you expend more Psi Points, you can move them an additional 5 feet for every Psi Point spent.

When you move your ally, they take only half damage from the triggering attack and they do not provoke opportunity attacks with this movement.

Psionic Light

Problem Solver


  • Prerequisite: None
  • Minimum Psi Points: 1
  • Focusing time: Action
  • Duration: Until Ended

You create a small light of any color of your choice. This light sheds bright light for 10 feet and dim light for 10 feet for every Psi Point you spend. You can dim and brighten the light as a bonus action.

i.e. If you spend 2 Psi Points, your light emits bright light for 20 feet and dim light for 20 feet.

Psionic Rebuttal

Strength Saving Throw


  • Prerequisite: None
  • Minimum Psi Points: 2
  • Focusing time: Reaction
  • Duration: Instantaneous

In retaliation for taking damage, you can blast back at the attacker so long as they are within 60 feet of you. They must succeed on a Strength saving throw as their body gets wracked with an unrelenting force. For every 2 Psi Points you spend, they take 2d8 force damage on a failed save, or half on a success.

Psychic Disruption

Combat


  • Prerequisite: None
  • Minimum Psi Points: 1
  • Focusing time: Reaction
  • Duration: Instantaneous

When you strike out, you briefly disrupt the thought patterns of your target. On a successful melee attack roll against a creature, you can use your reaction to expend a Psi Point and cause disadvantage on the creature's next attack roll.

You can use this a number of times equal to your Psi Limit, regaining all spent uses on a long rest.

Pull Back

Wisdom Saving Throw


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: Reaction
  • Duration: Instantaneous

If an opponent within 5 feet of you moves away, at the end of their movement, you can use your reaction to pull them back to you so long as you can still them. They must succeed on a Wisdom saving throw or you teleport them back to their original spot that was within 5 feet of you.

You can use this ability a number of times equal to your Intelligence modifier, regaining all spent uses after a long rest.

Quick Thought

Recharge Psi Points


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: Bonus Action
  • Duration: Instantaneous

As a bonus action, you focus your mind and you automatically regain a number of Psi Points equal to your Psi Limit, but you take 2 points of necrotic damage for each Psi Point you regain, this damage can not be reduced.

Once you use this feature, you must finish a short or long rest before you can use it again.

Sense Minds

Problem Solver


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: Action
  • Duration: 1 Round

As an action, you can send out your mind, detecting any creature within 30 feet of you if they have a mind. This does not effect undead, constructs or those under the effects of a mindblank spell or similar magic or psionic ability. You can pinpoint their location until the end of your next turn.

You can use this ability a number of times equal to your Psi Limit, regaining all spent uses on a long rest.

Sensory Overload

Problem Solver


  • Prerequisite: None
  • Minimum Psi Points: 1
  • Focusing time: Action
  • Duration: Until Ended

You create a harmless sensory effect such as making your voice louder, creating visual or auditory effects and other effects. You can only have one sensory effect active for every Psi Point you spend, and your Psi Point maximum is reduced by that amount until you end the effects. When you spend multiple points, it only takes one action to create multiple effects. It does not require your action to keep effects ongoing.

Example Sensory Effect
Project your voice
Shower of sparks
Puff of wind
Faint musical notes
Odd odor
Create a small, illusory image in your hand
Change your voice
An unusual sound
A flash of light or color
Change a small physical characteristic, like the color of your eyes

i.e. If you spend 3 Psi Points, you can have 3 different sensory effects active at the same time. Your Psi Point maximum is reduced by 3 until you end the effects.

Shard Form

Combat


  • Prerequisite: Shardmind
  • Minimum Psi Points: 2
  • Focusing Time: Action
  • Duration: Until Ended

As an action, a shardmind can manipulate the shards throughout their body and morph it in a variety of different ways. A shardmind can only have one effect active at a time, and each effect requires a number of psi points focused on it.

Psi Points   Augmentation
2 Your legs extend out to be flexible and bouncy, doubling your jumping distance.
3 Your hands grow small spikes on the palms, granting a climb speed of 30 feet.
4 You create lenses in front of your eyes, allowing you to see 3 times further away and you get advantage on Wisdom (Perception) checks to see things.
5 Your arms grow thick with heavy shards, granting a +1 bonus to AC.

Spectral Duplicate

Combat


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: Bonus Action
  • Duration: Instantaneous

As a bonus action, you can create a spectral image of yourself that appears to be attacking a creature of your choice. On your next attack roll during this turn against that creature, you have advantage on the attack as the target can't tell who is real. The spectral image disappears after your attack roll, or at the end of your turn, which ever comes first.

You can use this ability a number of times equal to your Psi Limit, regaining all uses after a long rest.

Sure Strike

Combat


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: -
  • Duration: Instantaneous

When you make an attack roll and miss, you can choose to reroll the attack roll and must take the second result. You can only use this ability once per missed attack and you can use this feature a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest.

Suppression Field

Combat


  • Prerequisite: None
  • Minimum Psi Points: 5
  • Focusing Time: Action
  • Duration: 1 hour

You focuse your mind and spend a number of psi points to create a field of power that suppresses any Psionic Talent, ability or effect. The size of your field extends out in a circle around you, its radius is 5 feet for every 5 psi points focused. All creatures, including yourself, inside the Suppression Field can not use their Psionic Talents, abilities or effects and they can not regain Psi Points while in the field. If an effect is created outside of this field and enters it, the effect is suppressed so long as the field is over it.

This field lasts for 1 hour, unless ended early as a Bonus Action. Due to the strain of creating this field, your Psi Point Maximum decreases by an amount equal to the number of Psi Points focused on this talent. This reduction lasts until you take a long rest.

If the Syphon Psionics talent is used against the Suppression Field, the creator of the Suppression Field has advantage on the Intelligence saving throw.

Syphon Psionics

Combat


  • Prerequisite: None
  • Minimum Psi Points: 5
  • Focusing Time: Action
  • Duration: Instantaneous

You target a creature within 30 feet that has an active Psionic Talent, ability or effect; you must specify what effect you are ending. The target must succeed on an Intelligence saving throw, losing the selected Psionic Talent, ability or effect on a failed save. This has no effect on a psionic ability that has a duration of Instantaneous.

When you successfully end a Psionic Talent, ability or effect, you gain Psi Points equal to your Psionics Recharge die. You can use this ability a number of times equal to your Intelligence modifier, regaining expended uses on a long rest.

Third Eye

Enhancement, Truesight


  • Prerequisite: None
  • Minimum Psi Points: 5
  • Focusing time: Action
  • Duration: Until Ended

You've opened your third eye and can see into other worlds. You gain truesight out to a range of 10 feet for every 5 Psi Points focused.

Torn Mind

Recharge Psi Points


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: Reaction
  • Duration: Instantaneous

On a successful melee attack against a creature, you can use your reaction to rip into their mind and drain them of their psionic essence. You regain a number of Psi Points equal to the amount of damage you dealt. This can not exceed your Psi Point maximum and you must finish a short or long rest before you can use this ability again.

Vampiric Thoughts

Temporary Hit Points


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing Time: Bonus Action
  • Duration: Instantaneous

As an action, you can target a creature within 30 feet of you and attempt to take their psionic energy. The target must succeed on a Constitution saving throw or take necrotic damage equal to two times your Psionic Recharge die, on a successful save they take half damage.

You then gain a number of Temporary Hit Points equal to half the damage dealt, or you can give those Temporary Hit Points to a creature of your choice within 30 feet of you.

You can use this feature a number of times equal to your Psi Limit, regaining all uses on a long rest.

Vanish

Invisibility


  • Prerequisite: None
  • Minimum Psi Points: -
  • Focusing time: Action
  • Duration: Special

The power of your mind pushes out, causing others to forget you are there. As an action, you turn invisible and anything you are wearing or carrying is also turned invisible, this effect lasts until the end of your next turn or you make an attack roll, cast a spell, use a psionic ability or talent, or do anything to another creature.

You can use this ability a number of times equal to your Psi Limit, regaining all spent uses back on a long rest.

Witch's Hex

Intelligence Saving Throw


  • Prerequisite: None
  • Minimum Psi Points: 1
  • Focusing time: Action
  • Duration: 1 minute, Special

You can target a number of creatures up to your Psi Limit and attempt to scramble their thoughts. All targeted creatures must succeed on an Intelligence saving throw vs your Psion DC or suffer disadvantage on their attack rolls for a minute, they can repeat the saving throw at the end of their turn. After you use this ability, your Psi Point maximum is permanently reduced by the number of creatures you targeted, whether they succeeded or not on the initial saving throw, until you finish a long rest.

Magic Items

Bracelets of Augmented Power

Wondrous Item, Very Rare (requires attunement)
This bracelets are made of woven gold and silver with small jewels at the cross sections and small needles on the inside that press through skin and into the body when worn. While you are attuned to these bracelets, you can use an action and for the next hour your Psi Limit is increased by 1 but your Psi Point Maximum is reduced by a number of points equal to your Psion level divided by 5 (rounded up).

You can use this property once per day, regaining all uses of it after a long rest.

Circlet of Focus

Wondrous Item, Rare (requires attunement)
This small circlet fits snugly on the head and looks to be made of a simple steel band with a single jewel in its center. While wearing this circlet, you can reroll a Psionic Recharge die, you must take the second result. You can use this property up to three times a day, regaining all uses after a long rest.

Dead Psicrystal

Wondrous Item, Very Rare (requires attunement)
This small psicrystal is a husk of its former self, and is all that remains of it's creator. Despite that it's creator is long dead, the psicrystal still contains some power in it. While this crystal is attuned, you Psion Save DC increases by 1.

Jewel of Cognition

Wondrous Item, dependent (requires attunement)
This jewel is mined from the Astral Plane and comes in a wide varieties of colors and styles. Depending on its color, the rarity and power of the jewel changes. Each jewel allows you to store a number of Psi Points at a time and you can pull on the stored Psi Points, no action required.

You can only put Psi Points into it once per day, once the Psi Points are pulled out of it, you must wait until after a long rest to put in more.

Color Psi Points Stored Rarity
Deep Ocean Blue 1 Uncommon
Blood Red 2 Rare
Burnt Orange 4 Very Rare
Emerald Green 6 Legendary

Mind Spike

Wondrous Item, Very Rare (requires attunement)
At the base of your skull, you implant this small needle made of steel and other skymetals. When you do so, you gain better control of your mental abilities. Once per turn, when you deal psychic damage, you can reroll the psychic damage and take the better result.

Removing this needle is incredibly painful and you take 10d10 psychic damage when you remove it.

Psionic Overload

Wondrous Item, Very Rare (requires attunement)
A tight, metal skull cap that fits snugly to your head. While attuned to this strange hat, you can roll two Psionic Recharge die whenever you roll a recharge die. You can do this three times per short or long rest.

Multiclassing

To qualify to multiclass into a psion, you must qualify for your first class, per the rules of multiclassing, and your other class you wish to multiclass into.

Prerequisite
Class Ability Score Minimum
Psion 13 Intelligence
Multiclassing Proficiencies
Class Proficiencies Gained
Psion Light armor, simple weapons

Psionic Races

Gith

Your character shares the following traits with other gith.

Ability Score Increase. Intelligence score increases by 1.

Age. Gith reach adulthood in their late teens and live for about a century.

Size. Gith are taller and leaner than humans, with most a slender 6 feet in height.

Speed. Base walking speed is 30 feet.

Languages. Can speak, read, and write Common and Gith.

Subrace. There are two kinds of gith, githyanki and githzerai. Choose one of these subraces.

Githyanki

The brutal githyanki are trained from birth as warriors.

Ability Score Increase. Strength score increases by 2.

Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.

Decadent Mastery. Learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.

Martial Prodigy. Proficient with light and medium armor and with shortswords, longswords, and greatswords.

Githyanki Psionics. Know the mystic hand talent and you have a Psi Point maximum of 1. If you take the Psion class, you assume that Psi Point maximum for that class.

When you reach 3rd level, you can use the flit talent once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can use the psionic ambush talent once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your psion ability for these talents.

Githzerai

In their fortresses within Limbo, the githzerai hone their minds to a razor's edge.

Ability Score Increase. Wisdom score increases by 2.

Alignment. Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.

Mental Discipline. Advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, githzerai learn to govern their own minds.

Githzerai Psionics. Know the mystic hand talent and you have a Psi Point maximum of 1. If you take the Psion class, you assume that Psi Point maximum for that class.

When you reach 3rd level, you can use the vanish talent once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can use the mental block talent once with this trait, and you regain the ability to do so when you finish a long rest.

Intelligence is your psion ability for these talents.

Shardminds

Shardminds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A shardmind’s animating force glows dimly from within each of its component shards, emanating most brightly from where the eyes of a natural humanoid would be. This inner light sheds dim light in a shardmind’s space, but a shardmind individual can squelch the light with in an instant — in order to hide in the dark, for example.

The crystalline fragments making up a shardmind’s body are in constant, silent motion, almost like the circulation of blood. When a shardmind is stunned or unconscious, it might lose control of the tight mental reins that keep its body in humanoid form, a few shards slipping free into orbits around its body until the shardmind regains control.

Shardminds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance, and they don’t breathe. They don’t need sleep, though they must still rest for six hours to gain the benefits of a long rest. They don’t have gender and don’t reproduce, but the shardminds alive today aren’t the same ones that sprang to life during the Dawn War. Shardminds say that the Living Gate shattered into countless fragments, and each time an awakened shardmind is killed, another one somewhere in the universe stirs to consciousness.
- Player's Handbook 3, 4th edition

Shardmind Traits

Your shardmind character has the following racial traits.

Ability Score Increase. Your Intelligence, Wisdom and Charisma score each increase by 1.

Age. Shardminds do not age. When they stir to conscious, they are fully matured. You are immune to magical aging effects.

Alignment. Shardminds tend towards lawful alignments as they themselves are created by law and order of the shards that make up their body. Certain sharminds may try to reject this rigid order, and their body reflects that and grows in chaotic ways.

Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d12
Height = 5 feet + 5 inches + your size modifier in inches
Weight in pounds = 200 + (2 x your size modifier)

    Speed. Your base walking speed is 30 feet.

Internal Light. You glow with an internal, soft light that emits out in dim light in a 10 foot radius. As an action, you can increase it so that you glow with bright light in a 10 foot radius and dim light in a 10 feet radius beyond that, or you can use an action to stop yourself from emitting light altogether.

Living Construct. Your creature type is construct, rather than humanoid. You are a living construct and gain the following benefits.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don't need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Mindful Recovery. When you take a long rest, you must spend at least six hours in a meditative state, rather than sleeping. In this state, you are conscious and aware of your surroundings normally.

Shard Storm. As a reaction when you are hit with an attack, you can loosen your mental grip on your physical form, turning into a swarm of shards. You have resistance to all damage while in this form, and you can immediately move up to half your base walking speed, reforming into your solid body at the start of your next turn. You can use this feature once per long rest.

Vermling

Vermlings are a scavenging, animalistic race. They feed off the flesh of the dead, and when they can't find any of that, they are more than happy to do the killing themselves with crude knives and arrows. They are primitive and weak-willed - easily controlled by more powerful races with the right combination of pandering and intimidation. Left to their own devices, Vermlings typically form hunting packs and spend their short lives fulfilling basic needs. Some Vermlings do make their way into human society, but they are universally shunned and feared in such settings, forced to live in dark alleys and feed off scraps.

Often city-dwelling Vermlings will flee to the sewers to escape harassment. There, without their pack to connect with, these Vermlings will form strong bonds with the massive rat population. Communication with such a large number of creatures can strain one's mind, though. Where most Vermlings fail, some rise to the challenge and hone powerful psychic abilities to control the swarms. So-called Mindthieves make terrifying opponents thorugh the use of psychic assaults, sharp blades, and swarms of tiny teeth.
- Gloomhaven, Cephalofair

Vermling Traits

Your vermling character has the following racial traits.

Ability Score Increase. Your Dexterity score increases by 2, and your Intelligence score increases by 1.

Age. Vermlings reach adulthood at age 1 and live up to 20 years.

Alignment. Vermlings live on the fringes of society, where they fight to survive on any scraps they can find. They are generally chaotic, organizing only in packs when there is a strong and powerful leader threatening servitude through violence.

Size. Your size is Small. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d4
Height = 2 feet + your size modifier in inches
Weight in pounds = 30 + (1 x your size modifier)

    Speed. Your base walking speed is 25 feet, by moving on all fours your walking speed becomes 30 feet, though you can not hold anything in your hands

Darkvision. Accustomed to life in the dark sewers, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smells.

Languages. You can speak, read, and write Common and Vermin.

Speak with Rats. Through sounds and gestures, you can communicate simple ideas with rats and other creatures of the sewer. Vermlings have long used these creatures as pets, spies and even guards against other Vermlings.

Psionic Monsters

Because Psionics is a new system designed for use in the Dungeons & Dragons 5e system, there are a few new abilities not covered in the base game, or there are special exceptions and cases for Psionic creatures and monsters.

New Traits

Just like certain monsters out in the wilds have special traits unique to them, some psionic creatures have special traits for themselves. These traits are typically part of them being psionic, though in the cases of a Psion-Killer, are traits designed to seek out and destroy psionic creatures.

Psionic Resistance

If a creature has the Psionic Resistance trait, they have advantage on saving throws against Psionic Talents, abilities and other psionic effects. This includes things like the Soul Knife's Psionic Burst feature or the Ghost in the Steel Psionic Talent.

It is assumed that if a creature has the Magic Resistance trait, they also have the Psionic Resistance trait, though if a creature only has the Psionic Resistance trait, they do not have advantage on saving throws against spells or other magical effects like a Monk's Ki abilities.

Psionic Ability

If a creature has the Psionic Ability trait, they have the power of Psionics. A Psionic monster has a number of Psi Points, a Psi Point Recharge die and a number of Talents or abilities that they know.

The Psionic monster follows the same rules for Psionics that the player character's do. Their list of Psionic Talents can be changed with different Psionic Talents, if you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating.

Focus

Certain Psionic Talents require the monster to Focus on abilities. These are optional Talents for the monster to spend their Psi Points on, though it reduces their Psi Point Maximum until they no longer Focus on it.

Incapacitated

Any Psionic monster that has access to Psi Points or Talents they focus on, if they are knocked unconscious, they immediately lose any Psi Points and all Talents are ended. They only regain Psi Points when they are no longer incapacitated and at the start of their turn.

Bestiary

Blue

Blues-psionic goblins-are born differently than the normal goblin. They have pale blue skin, more human shaped heads and are far smarter than their brethren. While they are typically killed at birth by the higher up goblinoids like Hobgoblins or Bugbears, many communities of goblins will try to hide them and raise them in secret.

Blues that survive to adulthood use their mental powers to augment their tribe and lead them to great victories, as they are one of the few goblins to plan further ahead than their next meal. Depending on how developed the tribe is, a blue may be a powerful psion... then again, the blue might be barely a psion but become spoiled by how the other goblins treat it.


Blue

Small humanoid (goblinoid), neutral evil


  • Armor Class 12 (leather armor)
  • Hit Points 32 (9d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 10 (+0) 14 (+2) 8 (-1) 8 (-1)

  • Saving Throws Dex +3, Int +4
  • Skills Stealth +6
  • Senses Darkvision 60ft., passive Perception 9
  • Languages Common, Goblin
  • Challenge 2 (450 XP)

Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.

Psionic Ability. The blue is a level 4 Psion (Save DC 12, +4 to hit with Psionic attacks) and has the following known Psionic Talents.

Psi Points 8, Limit 3, Recharge 1
    Far Punch (2/Day). Action, creature within 30 feet takes 1d4 force damage per Psi Point spent
    Expansion (1 hour). Focus/Action, 3 points and increases to medium size, deals +1d4 with weapon

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit, Reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands








































Phthisic

Phthisic are created from the repressed psionic energies of humanoids. When a psion chooses to ignore and suppress their mental powers, this power begins forming and taking shape as a dark spirit. Eventually the Phthisic breaks free of the mental shackles its creator had placed on it and it takes the form of a huge monster with daggerlike teeth and claws with a hide resembling hoarfrost.

Hunger for Minds. The Phthisic, after it has killed it's unwilling creator, begins searching for more mental energy. As it has a natural affinity to the mental brainwaves of powerful psions, it will hunt them specifically, gorging itself on their brains. If it is starving, it will settle for the less developed brains of mortals with no psionic ability.


Phthisic

Large monstrosity, chaotic evil


  • Armor Class 14 (natural armor)
  • Hit Points 105 (10d10 + 50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 9 (-1) 14 (+2) 5 (-3)

  • Skills Perception +8
  • Damage Resistances Bludgeoning, Piercing and Slashing from non-magical attacks
  • Damage Immunities Psychic
  • Condition Immunities Exhaustion, Frightened
  • Senses Darkvision 60 ft., passive Perception 18
  • Languages the language its creator spoke
  • Challenge 5 (1,800 XP)

Actions

Multiattack. The phthisic makes three attacks, two with its claws and one with its bite.

Claw. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage

Bite. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage, and the phthisic drains the target's Intelligence score. The target's Intelligence score is reduced by 1d4. The target dies if this reduces its Intelligence to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Psionic Assassin

These assassins are highly sought after for their unique abilities to quickly move and disappear from sight. They have blended their incredible mental energies with precise strikes. There are rumors that a psionic school of assassins can be found in the Elemental Chaos, being taught by the Githzerai.


Psionic Assassin

Medium humanoid, Neutral Evil


  • Armor Class 15 (leather armor)
  • Hit Points 83 (15d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2)

  • Saving Throws Dex +7
  • Skills Acrobatics +7, Perception +4, Stealth +7
  • Damage Resistances Psychic
  • Senses passive Perception 14
  • Languages Common plus any one other language
  • Challenge 6 (2,300 XP)

Psionic Ability. The psionic assassin is a level 7 Psion (Save DC 14, +7 to hit with Psionic attacks) and has the following known Psionic Talents.

Psi Points 14, Limit 5, Recharge 1d4
    Nomadic. Focus/Action, every 2 Psi Points increases speed by 5 feet until Focus is ended.
    Psionic Ambush (1/Rest). Bonus Action, teleport 30 ft to a creature, advantage on attacks.
    Vanish (5/Day). Action, invisible until the end of next turn or attack, cast a spell, or use Psionics.

Psionic Wounds. When the assassin hits with an attack using a soul knife, they can expend a number of Psi Points, up to their Psi Limit, and deal additional damage equal to 1d6 psychic damage per Psi Point spent. The target of the attack can make an Intelligence saving throw to take half damage.

Soul Knives. As a bonus action, the assassin can summon one or two shortsword-sized, visible blades of psionic energy, each blade costs 1 Psi Point. While these soul knives are active, the assassin can not hold anything else in their hands unless they use a bonus action to dispel one or both soul knives. The weapons appear in the assassin's hands and vanishes if it leaves the assassin's grip, if they die or are incapacitated.

Actions

Multiattack. The assassin makes two Soul Knife attacks if they have two Soul Knives created.

Soul Knife. Melee Weapon Attack: +7 to hit, Reach 5 ft., one target. Hit: 9 (1d8 + 4) psychic damage, can use the Psionic Wounds trait on a hit.


Psion-Killer

Large construct, Neutral


  • Armor Class 19 (natural armor)
  • Hit Points 179 (17d10 + 85)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 7 (-2) 10 (+0) 1 (-5)

  • Saving Throw Int +2
  • Damage Vulnerabilities Bludgeoning from Adamantine
  • Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 120 ft., passive Perception 10
  • Languages Understands the languages of its creator but can't speak
  • Challenge 12 (8,400 XP)

Psionic Resistance. The psion-killer has advantage on saving throws against Psionic Talents and other psionic effects.

Psion Sensitive. The psion-killer can detect any creature with the power of psionics that is within 120 feet of it. The psion-killer can not be surprised by a creature with psionics, and the psion-killer always knows where a psionic creature is, even if they are invisible.

Suppression Field. The psion-killer constantly exudes a Suppression Field in a 15 ft radius around it, as if it is focusing on the Suppression Field talent. This field is always on, though the construct can suppress this ability by using its Bonus Action each turn to keep it suppressed. If the Suppression Field is ever canceled or stopped, like if a creature used the Syphon Psionics talent against it, the field returns in 1 minute.

Actions

Multiattack. The Psion-Killer makes two slam attacks

Slam. Melee Weapon Attack: +10 to hit, Reach 5 ft., one target. Hit: 23 (3d10 + 6) bludgeoning damage.

Shard Storm (Recharge 5-6). The psion-killer holds up its hands and a 15 ft cone of shards explodes out. Each creature in that area must make a DC 17 Dexterity saving throw, taking 35 (10d6) piercing damage on a failed save, or half as much damage on a successful one.

Psion-Killer

Psion-Killers are created by wizards as a protection against psionic users who can easily make short work of their magic defenses. The Psion-Killer is a powerful construct made from crystals brought to life with magic and they have no free will, no free thought and simply follows orders. Those orders are typically to stand guard and not allow creatures into a building, vault or other area. Psion-Killers are also used as guards because they are just as good at stopping psionic creatures and as they are at stopping non-psionics with their mighty blows.

Delicate Crystals. Despite its imposing size, the Psion-Killer has a major weakness that intelligent psions are prepared for. The Psion-Killer can not stand up to a hammer created with adamantine and anyone armed with such a hammer can make short work of the Psion-Killer. On the other hand, a Psion-Killer doesn't know fear and will not be frightened by a creature striking at it with such a vicious weapon and it might kill the creature before it can make more than a few blows against its powerful form.

Killer Instincts. The Psion-Killer was created by wizards as an answer against psion assassins. The Psion-Killer is able to detect creatures with the ability to use psionics, though it doesn't distinguish between creatures who actively use psionics and those who have no idea they are psionic.

Constructed Nature. A Psion-Killer doesn't require air, food, drink, or sleep.

Errata

If you like this, consider supporting Dump Stat on Patreon. Get access to a printer-friendly version of this class, along with access to all our homebrew in one spot.

Version 1.2
  • New subclass: Mindthief
  • New Psionic Talents: Expansion, Far Punch, Feather Footed, Shard Form, Suppression Field, Syphon Psionics, Vampiric Thoughts
  • New Races: Shardmind, Vermling
  • New Monsters: Blue, Phthisic, Psionic Assassin, Psion-Killer
  • Adjusted 1st level Battlemind ability to make it more useful instead of movement as a reaction at the start of combat
  • Added additional artwork
  • General grammar and spelling
  • Printer-friendly PDF available for Dump Stat Patrons
Version 1.1.1
  • New subclass - War Master
  • Added artwork and fancy layout
  • Updated grammar and spelling
  • Printer-Friendly PDF available for Dump Stat Patrons
  • Added extra psion info on front page
Version 1.1
  • Added Battlemind subclass
  • Added Magic Items
  • Added Multiclassing
  • Added Psionic Race - Gith
  • Added quick stats for Psionic Talents
  • New Psionic Talents: Dark Tidings, Electrokinesis, False Friends, Fearful Strike, Ghost in the Steel, Life Syphon, Mental Block, Psionic Ambush, Psionic Form, Psionic Guardian, Psionic Rebuttal, Psychic Disruption, Pull Back, Sense Minds, Spectral Duplicate, Sure Strike, Torn Mind
  • Reworded Psionic Recharge for clarification
Version 1
  • Adjusted the Greater Psychic Block so that you have resistance to spells while your Psychic Block is active to separate it from the 20th level ability.
 

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