Xyrlian's Psionic

by Xyrlian

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Psionics

The Mind Unleashed

The Psionic

Clad in simple robes, a human stretches out her
hand at the charging orc. A half dozen daggers
rise from the battlefield and swirl about her
head before flying into her foe.

Eyes flashing with a mysterious power,
an elf releases a powerful force of focused
mind. The goblins before him are obliterated,
turned to dust by his sheer force of will.

A tiefling wreathed in shadow crouches in
the darkness. A subtly shimmering blade of force
appears in their hand as they suddenly teleport
above the sleeping body of the tyrant emperor.

These heroes are all psionics, people who have
focused their minds into a force of magical power.
Using their mental strength, psionics can read
minds, fade into invisibility, transform their bodies,
and seize control of the physical world around them.

The Power of the Mind

The powers of the mind are varied and limitless, and
the psionic learns how to unlock them. Psionics
harness the latent power of the mind to create magical effects that exceed what a person's physical capabilities.
By doing so, they can often cast spells without needing any material components, have certain innate magical abilities, and can perceive the world through a broader range of senses. Due to the limited powers that any one psionic can know, each psionic is unique in their ability, as their latent talents are drawn out and shaped into the psionic powers that define them.

Honed Acuity

A psionic may have gained their power from any variety
of means. Whether it was externally from the domination
and experimenting of mind flayers or aboleths, from the strained and focused study to unlock their mind, or from the some natural innate ability, their power takes constant practice and focus to perfect.

Each psionic has a knack for a certain strain of psionic abilities: metacreatives excel at shaping their thoughts to manifest real physical objects, while the mindbender masters the art of influencing the minds of others, and the soulblade learns to channel their minds augment martial prowess with psychic power.

For a psionic, the reasons to adventure are as numerous as their are varieties of psionics. Some seek to better understand the nature and limits of the power of the mind. Some others may wish to discover their origin, to find the powerful aberrant creature that twisted their mind. Whatever their goals, a psionic is powerful and useful addtition to any adventuring party.

Psionic
Level Proficiency Bonus Features Cantrips Known Spells Known Psi Points Psi Limit Disciplines Known
1st +2 Psionic Affinity, Psionics 2 2 1 1 2
2nd +2 Psionic Disciplines 2 3 2 1 2
3rd +2 Psionic Talent 2 4 3 2 2
4th +2 Ability Score Improvement 3 5 4 2 2
5th +3 3 6 5 3 3
6th +3 Psionic Affinity Feature 3 7 6 3 3
7th +3 3 8 7 4 4
8th +3 Ability Score Improvement 3 9 8 4 4
9th +4 3 10 9 5 5
10h +4 Psionic Affinity Feature 4 10 10 5 5
11t +4 Psionic Mastery (6th level) 4 11 11 5 5
12h +4 Ability Score Improvement 4 11 12 5 6
13th +5 Psionic Mastery (7th level) 4 12 13 5 6
14th +5 Psionic Affinity Feature 4 12 14 5 6
15th +5 Psionic Mastery (8th level) 4 13 15 5 7
16th +5 Ability Score Improvement 4 13 16 5 7
17th +6 Psionic Mastery (9th level) 4 14 17 5 7
18th +6 4 14 18 5 8
19th +6 Ability Score Improvement 4 15 19 5 8
20th +6 Psionic Resurgence 4 15 20 5 8

Creating a Psionic

As you make you psionic character, consider your character's background. How did you become a psionic? What caused your power to awaken? How do you feel about this raw power within you? Were you born with it, or did you learn through practice? Do you master it through constant training of your mind, or do you release it in unbridled bursts? Did you seek it out, or did it find you? Consider how having this strange and uncommon power would affect your character and their interaction with the world.

Quick Build

You can make a psionic quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity or Constitution. Second, choose the sage or charlatan background. Third, choose the mindblade and mind spike cantrips, along with the first level spells charm person and magic missile.

Class Features

Hit Points


  • Hit Dice: 1d8 per psionic level
  • Hit Points at First 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, short swords
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two skills from Acrobatics, Athletics, Arcana, History, Insight, Intimidation, Perception

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a scholar's pack or (b) an explorer's pack
  • Leather armor, any simple weapon, and two daggers

Psionic Affinity

At 1st level, you pick your psionic affinity, choosing from the Elementalist, the Metacreative, the Mindbender, the Nomad, the Soulblade, or the Transmorgrifist, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, and 14th.

Psionics

Your psionic talent empowers you with magical energy, which grants you the power to cast spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of the class description for the Psionic spell list.

Cantrips

You know two cantrips of your choice from the psionic spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psionic table.

Psi Points

You have an internal reservoir of energy that can be devoted to casting spells you know. This energy is represented by psi points. To cast one of your psionic spells, you must expend a number of psi points equal to the spells level.

The number of psi points you have is based on your psionic level, as shown in the Psi Points column of the Psionic table. The number shown is your psi point maximum. Your psi point total returns to its maximum when you finish a short or long rest. The number of psi points you have can't go below 0 or over your maximum.

Psi Limit

There is a limit on the number of psi points you can spend to fuel your spells. The limit is based on your psionic level, as shown in the Psi Limit column of the Psionic table. For example, as a 3rd-level psionic, you can spend no more than 2 psi points to cast a spell, no matter how many psi points you have.

Psionic Spellcasting

When you cast a spell with psi points, you can cast the spell psionically. If you do so, the spell doesn’t require material components that lack a gold cost.

Spells Known of 1st Level and Higher

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

The Spells Known column of the Psionic table shows when you learn more psionic spells of your choice of 1st-level or higher. A spell you choose must be of a level no higher than your psi limit. When you reach 6th level, for example, you learn a new psionic spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the psionic spells you know and replace it with another spell from the psionic spell list, which must be of a level no higher than your psi limit.

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Psionic Disciplines

In your practice of your psionics, you have mastered certain psionic disciplines, ways of focusing psionic energy to grant you magical abilities.

At 2nd level, you gain two psionic disciplines of your choice. Your discipline options are detailed at the end of the class description. When you gain certain psionic levels, you gain additional disciplines of your choice, as shown in the Disciplines Known column of the Psionic table.

Additionally, when you gain a level in this class, you can choose one of the disciplines you know and replace it with another discipline that you could learn at that level.

Psionic Talent

At 3rd level, your practice of your psionics, you have manifested a knack for a specific psionic talent. You gain one of the following features of your choice.

Psi Blade

You can use your action to create a weapon formed from psionic energy in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 of the Player's Handbook for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your psi blade disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you fall unconscious.

Expanded Knowledge

When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). They don’t count against your number of cantrips known. If they don’t appear on the psionic spell list, they are nonetheless psionic spells for you.

Astral Construct

You learn the find familiar spell and can cast it as a ritual without material components. The spell deosn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or as an astral construct (see the creature's game statistics below). If you choose one of the normal forms, the familiar is a construct instead of a beast. Your familiar is immune to poison damage and immune to the charmed, exhaustion, and poisoned conditions.

Additionally, you can use your bonus action to command your familiar to familiar to make one attack with its reaction.


Astral Construct

Medium construct, neutral


  • Armor Class AC 13
  • Hit Points equal to the astral construct's Constitution modifier + your Intelligence modifier + five times your psionic level.
  • Speed fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 13 (+1) 4 (-4) 10 (+0) 6 (-3)

  • Saving Throws Dex +3, Con +4
  • Skills Perception +2, Stealth +4
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands the languages you speak

Amorphous. The astral construct can use its action to transform into the form creature or object of medium or smaller, though it is always recognizable as an astral construct. Any equipment it is wearing or carrying isn't transformed. Its statistics are the same in each form.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the construct’s skill and saving throw bonuses (above), and the bonuses to hit and damage of its rend attack


Actions

Psionic Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 force damage.

Aegis

You can use your action to create armor formed from psionic energy around your body. You can choose the form that this armor takes each time you create it (see chapter 5 of the Player's Handbook for armor options). You are proficient with it while you wield it, but you are still subject to any other restrictions the armor may have.

Your aegis disappears if you use this feature again, if you dismiss the armor (no action required), or if you die.

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.

Psionic Mastery

At 11th level, you gain the ability to a perform great feats of psionics called a surge. Choose one 6th-level spell from the psionic spell list as this surge.

You can cast your surge spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more psionic spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Psionic Mastery surges when you finish a long rest.

Psionic Resurgence

At 20th level, you can draw on your inner reserve of psionic power while meditating to unlock a hidden reserve of power. You can spend 1 minute meditating to regain all your expended psi points from your Psionics feature. Once you regain psi points with this feature, you must finish a long rest before you can do so again.

Innumerable Combinations

Consider how your affinity, talent and disciplines combine to achieve your vision for your character.


  • Soulknife. You can build a soulknife character by choosing the soulblade affinity, the psi blade talent, and the improved psi blade and psionic armament disciplines.
  • Telepath. You can build a telepathic character by choosing the mindbender affinity, the expanded knowledge talent, and the aura sight and telepathy disciplines.
  • Juggernaut. You can build an juggernaut character by choosing the transmorgrifist affinity, the aegis talent, and the psi empowered strikes and psionic fortitude disciplines.

Psionic Affinitys

The Elementalist

Elementalist psionics have some affinity to the elemental planes, and are able to augment their psionics with elemental power.

Expanded Spell List

Being an elementalist, you have an aptitude for certain spells. The following spells are added to the psionic spell list for you.

Elementalist Expanded Spells
Spell Level Spells
1 absorb elements, chromatic orb
2 dragon's breath, heat metal
3 elemental weapon, protection from energy
4 conjure minor elementals, elemental bane
5 conjure elemental, planar binding

Elementumkinesis

Starting at 1st level, whenever you deal force or psychic damage, you can instead choose to deal acid, cold, fire, lightning, or thunder damage.

Additionally, you know the control flames, gust, mold earth, and shape water cantrips. They count as psionic cantrips for you, but they don't count against your number of cantrips known.

Elemental Attunement

Starting at 6th level, you become able to focus your psionic energy through a particular element. When you finish a long rest, choose between acid, cold, fire, lightning, or thunder damage. You gain resistance to that damage type, and when you cast a spell or use an ability that deals that damage type, you can add your Intelligence modifier to one damage roll of that spell or ability against one of its targets.

You retain the benefits of this feature until you choose a different damage type with this feature.

Elemental Form

At 10th level, you gain the ability to take an elemental form. You gain the following benefits:

  • As an action, you can cast polymorph on yourself using psi points. When cast in this way, you must choose to transform into an air elemental, earth elemental, fire elemental, or water elemental instead of a beast.

  • While transformed in this way, you retain the benefits of your Elemental Attunement feature and your Elemental Mastery feature when you gain access to it. Abilities used in your elemental form that deal the damage type associated with your Elemental Attunement count toward benefits associated with the feature.

  • While transformed in this way, you retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours.

Elemental Mastery

At 14th level, you gain the following benefits:

  • Whenever you cast a spell or use an ability that deals the damage type chosen from your Elemental Attunement ability, you ignore resistance to that damage type.
  • As a reaction to taking damage of the type chosen from your Elemental Attunement ability, you can spend 1 psi point to ignore that damage. You gain immunity to that damage type until the end of your next turn.

The Metacreative

Metacreative psionics are also known as shapers. This archetype draws power from the essence of creation, creating semisolid and solid items, such as armor, weapons, or animated constructs from their force of will.

Expanded Spell List

Being a metacreative, you have an aptitude for certain spells. The following spells are added to the psionic spell list for you.

Metacreative Expanded Spells
Spell Level Spells
Cantrip sword burst
1 ensnaring strike, entangle
2 cloud of daggers, web
3 major image, phantom steed
4 Evard's black tentacles, fabricate
5 creation, mislead

Ectoplasmic Tool

At 1st level, you can focus your power to manifest psionic ectoplasm in the form of mundane items. As an action, you can create any piece of non-magical equipment worth 10 gp or less. An item created by this feature has the same properties as its physical counterpart except that it is made from psionic ectoplasm.

Your ectoplasmic tool disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the tool (no action required), or if you die.

Ectoplasmic Ward

At 6th level, you learn to manifest psionic ectoplasm around yourself in response to an enemy's attack. When a creature makes an attack roll against you, you can use your reaction to give yourself three-quarters cover and become lightly obscured until the beginning of your next turn.

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

Ectoplasmic Armor

At 10th level, you have an ethereal veil of psionic ectoplasm that you can focus to reduce certain kinds of attacks. When you finish a short or long rest, choose between bludgeoning, piercing, or slashing damage when you finish a long rest. You gain resistance to that damage type until you choose a different one with this feature.

Ectoplasmic Wonder

at 14th level you can use your action to manifest psionic ectoplasm to create an object that mimics the properties of a common or uncommon wondrous item of your choice. The object remains until you dismiss it as an action, use this ability again, or take a long rest.

You can use this ability a number of times equal to your intelligence modifier per long rest.

Variant: Ectoplasmic Manifestation

At the player's option and the DM's approval, a metacreative psionic character can forgo the Ectoplasmic Wonder feature and instead take the Illusory Reality feature from the Wizard: School of Illusion.

The Mindbender

Mindbender psionics are masters of powers that allow mental contact and control of other sentient creatures. A mindbender can deceive or destroy the minds of their enemies with ease.

Expanded Spell List

Being a mindbender, you have an aptitude for certain spells. The following spells are added to the psionic spell list for you.

Mindbender Expanded Spells
Spell Level Spells
Cantrip vicious mockery
1 command, bane
2 calm emotions, zone of truth
3 catnap, enemies abound
4 compulsion, confusion
5 geas, modify memory

Psychic Awe

At 1st level, you learn to use psionic energy to manipulate others with a subtle combination of your psychic power and your own natural charm. You can add half your Intelligence modifier (minimum of 1) to Charisma checks.

Phantom Betrayal

At 6th level, as your action, you can use your concentraion for up to 1 minute to plant delusional paranoia in a creature’s mind. Choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

Once you use this ability, you can't do so again until you finish a long rest.

Fortress of the Mind

Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever you deal damage, you ignore resistance to psychic damage.

Mental Puppeteer

At 14th level, you gain the ability to seize control of a creature's mind. You can use your action to touch a creature, which must make a Charisma saving throw. On a failure, that creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, it makes its save, or you use this feature again.

The affected creature will follow any instruction you give, including harming itself, although obviously self-destructive orders give the target an additional save each round it is under those orders. The creature gains a new save to negate the effect every 24 hours.

Additionally, you can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

Once you use this ability, you can't use it again until you finish a long rest.

The Nomad

Nomads practice the power of psychoportation. They are masters of movement and teleportation, accelerating themselves to incredible speeds or displacing themselves in space and time.

Expanded Spell List

Being a nomad, you have an aptitude for certain spells. The following spells are added to the psionic spell list for you.

Nomad Expanded Spells
Spell Level Spells
Cantrip guidance
1 expedius retreat, zephyr strike
2 blur, pass without a trace
3 thunder step, haste
4 banishment, freedom of movement
5 far step, steel wind strike

Phase Walk

At 1st level, you learn to phase through reality. You can ignore all difficult terrain.

Additionally, you can use your action to teleport up to 10 feet to an unoccupied space that you can see.

Rewind

At 6th level, you gain the ability to recall your past position. As a reaction when you are hit by an attack, you can teleport to an unoccupied space that you occupied since the start of your last turn, and you gain temporary hit points equal to twice the damage dealt.

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

Superior Transposition

At 10th level, your psychoportation improves. Whenever you teleport any distance, you can forfeit any amount of your movement. The distance you teleport is increased by the amount of movement forfeited.

Master of Transposition

At 14th level, you become a master of psychoportation. Whenever you use an ability or cast a spell that allows you to teleport, you don't need to see the location to which you teleport. Instead, you teleport yourself from your current location to any other spot within the ability or spell's range, and you arrive exactly in the spot desired.

The location can be a place you can see, one you can visualize, or one you can describe by stating a distance or direction.

If you would arrive in a place already occupied by an object or a creature, you and anything with you each take 4d6 force damage, and you fail to teleport.

The Soulblade

Soulblades use their psionic abilities to augment and focus their combat techniques. Soulblades 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.

Expanded Spell List

Being a soulblade, you have an aptitude for certain spells. The following spells are added to the psionic spell list for you.

Soulblade Expanded Spells
Spell Level Spells
Cantrip booming blade
1 compelled duel, wrathful smite
2 shadow blade, warding bond
3 blinding smite, water walk
4 staggering smite, shadow of moil
5 banishing smite, steel wind strike

Psionic Warrior

At 1st level, you can channel your will through a particular weapon with psionics. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Psi Blade feature, this benefit extends to every weapon you create with that feature, no matter the weapon’s type.

Ethereal Weapon

At 6th level, as a bonus action, you can make your next weapon attack you make before the end of your turn ignore the target's armor, requiring no attack roll. Instead, the target makes a Dexterity saving throw. On a failed save, the weapon deals force damage instead of its normal damage type and the target is hit by the attack as normal. On a successful save, the target takes half damage and suffers no additional conditions that would normally be imposed on a hit.

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

Dauntless

At 10th level, you are immune to being frightened, and when another creature attemptes to frighten you, you can use your reaction to cause the creature to take psychic damage equal to your psionic level.

Psychic Deathstroke

Starting at 14th level, you can pierce your target's very mind with your attacks. When you hit a creature with a weapon attack, you can force them to make an Intelligence saving throw against your spell save DC. On a failed save, the target takes 10d10 psychic damage, and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned.

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

The Transmorgrifist

Transmorgrifist psionics are also known as egoists. They can alter their psychobiology, or that of creatures near them. Transmorgrifists can both heal and transform into a fearsome fighter.

Expanded Spell List

Being a transmorgrifist, you have an aptitude for certain spells. The following spells are added to the psionic spell list for you.

Transmorgrifist Expanded Spells
Spell Level Spells
Cantrip spare the dying
1 cure wounds, heroism
2 alter self, enlarge/reduce
3 revivify, life transference
4 death ward, polymorph
5 circle of power, greater restoration

Immortal Durability

Starting at 1st level, you can channel your psionic energy to increase your fortitude. Your hit point maximum increases by 1 per psionic level. In addition, while you aren’t wearing armor, your base AC equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

Surge of Health

Starting at 6th level, you can draw on your psionic energy to escape death’s grasp. As a reaction when you take damage, you can halve that damage against you and you gain temporary hit points equal to you Intelligence modifier (minimum of 1) + your psionic level.

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

Tireless Resilience

Starting at 10th level, whenever you finish a short or long rest, you and a number equal to your Intelligence modifier (minimum of 1) of other creatures of your choice that you can see gain temporary hit points. These temporary hit points equal half your psionic level + your Intelligence modifier.

Additionally, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Resilient Body

Beginning at 14th level, your mastery over psychobiology grants you proficiency in Strength, Dexterity, and Constitution saving throws.

Psionic Disciplines

If a psionic discipline has prerequisites, you must meet them to learn it. You can learn the discipline at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Adaptive Body

You don’t need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping.

Agile Defense

Prerequisite: 7th level


You can take the Dodge action as a bonus action on your turn.

Astral True Sight

Prerequisite: 15th level, Astral Construct talent


You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Aura Sight

You can cast detect magic at will, without expending psi points.

Catfall

You take no falling damage.

Celerity

Your speed increases by 10 feet.

Connection of Comprehension

You can understand the literal meaning of any spoken language that you hear and you can read all writing.

Expanded Mind

You gain proficiency in two additional skills of your choice from the Psionic skill list.

Expanded Skill

Prerequisite: Expanded Knowledge talent


If you make an ability check with a skill in which you lack proficiency, you can add half your proficiency bonus, rounded down, to the roll.

Focused Blades

Prerequisite: mindblade cantrip


When you cast mindblade, you add your Intelligence to the damage it deals on a hit.

Focused Skill

Prerequisite: Expanded knowledge talent


Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Forceful Hand

Prerequisite: mage hand cantrip


As an action, you can make a spell attack roll with your mage hand. If you hit a creature, it takes 1d10 force damage and you can move that creature in a straight line 10 feet in any direction.

Fortified Aegis

Prerequisite: Aegis talent


While your aegis is active, if you make a saving throw in which you lack proficiency, you can add half your proficiency bonus, rounded down, to the roll.

Grasping Hand

Prerequisite: mage hand cantrip


As an action, you can use your mage hand to grasp a creature of Large or smaller. The creature makes a Strength (Athletics) or a Dexterity (Acrobatics) check contested against your spell save DC. If the creature fails, it is grappled. If it succeeds, its movement is reduced by 10 feet.

A grappled creature can use its action to escape succeeding on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your spell save DC. You cannot move your mage hand while you have a creature grappled in this way.

Hone the Blade

Prerequisite: 12th level, Psi Blade talent


When you hit a creature with your psi blade, the creature takes extra psychic damage equal to your Intelligence modifier (minimum of 1)

Improved Aegis

Prerequisite: 5th level, Aegis talent


Your aegis grants you a +1 bonus to AC when active. Additionally, your aegis does not cause you to have disadvantage on Dexterity (Stealth) checks even if the form it's in would, and your speed is not reduced if your aegis is heavy armor.

Improved Psi Blade

Prerequisite: Psi Blade talent


Your psi blade gains a +1 bonus to its attack and damage rolls. Additionally, if your psi blade weapon has the thrown property, you can choose to have it instantly reappear in your hand immediately after it hits or misses your target.

Finally, your psi blade can now manifest as a shortbow, longbow, heavy crossbow, or as two separate melee weapons with the light property.

Intellect Fortress

You have resistance to psychic damage.

Mental Image

You can cast silent image at will, without expending a spell slot or material components.

Patient Psionics

Prerequisite, Expanded Knowledge talent


Choose a number of spells equal to your proficiency modifier that have the ritual tag from the psionic spell list. The spells must be of a level no higher than your psi limit. These spells don’t count against your number of spells known. You can only cast these spells as rituals, unless the spells are on your list of spells known. You can also cast a psionic spell you know as a ritual if that spell has the ritual tag.

Additionally, when you gain a level in this class, you can choose one of these spells and replace it with another that fits the above requirements.

Precognition

You have advantage on initiative rolls.

Psi Empowered Strikes

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Psionic Armament

Prerequisite: 5th level, Psi Blade talent


You can attack with your psi blade twice, instead of once, whenever you take the Attack action on your turn.

Psionic Flight

Prerequisite: 15th level


You can cast fly on yourself at will as a 3rd-level spell, without expending a spell slot or material components.

Psionic Fortitude

As an action, you can gain 8 temporary hit points.

Psionic Leap

You can cast jump on yourself at will, without expending a spell slot or material components.

Psionic Reconstruction

Prerequisite: Astral Construct talent


Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Psionic Step

Prerequisite: 9th level


You can cast levitate on yourself at will, without expending psi points or material components

Psionic Vision

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Psychic Glamour

You can cast disguise self at will, without expending a spell slot or material components.

Psychic Projection

Prerequisite: Astral Construct talent


You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice.

Psychic Rend

Prerequisite: 5th level, Psi Blade talent.


Once per turn when you hit a creature with your psi blade, you can expend a psi point to deal an extra 1d8 psychic damage to the target, plus another 1d8 for every additional psi point, and the creature is incapacitated until the beginning of its next turn.

Psychic Shroud

Prerequisite: 15th level


You can cast invisibility at will, without expending a spell slot or material components.

Psychoactive Skin

You can cast mage armor on yourself at will, without expending psi points or material components.

Psychoadaptation

Prerequisite: 15th level


You can cast alter self at will, without expending a spell slot or material components.

Pure Thought


You can cast your cantrips without using verbal or somatic components.

Reactive Blade

Prerequisite: 5th level, mindblade cantrip


You can use your reaction to use your mindblade cantrip to deflect a missile when you are hit by a ranged weapon attack or to cancel magical force when you are hit by a ranged spell attack that deals force damage. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier + your psionic level, to a minimum of 0 damage.

Rebuking Aegis

Prerequisite: Aegis talent


While your aegis is active, if you are hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your Intelligence modifier (minimum of 1 damage) and push it up to 10 feet away from you.

Reflexive Aegis

Prerequisite: 15th level, Aegis talent


While your aegis is active, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Skill

Prerequisite: 12th level, Expanded Knowledge talent


Whenever you make an ability check that lets you add your full proficiency bonus, you can treat a d20 roll of 7 or lower as an 8.

Seeking Missiles

Any attack roll you make for a ranged weapon attack ignores disadvantage. If disadvantage would normally apply to the roll, that roll also can’t benefit from advantage.

Stalwart Aegis

Prerequisite: Aegis talent


While your aegis is active, you have advantage is Constitution saving throws.

Strength of Mind

You have advantage on saving throws against being charmed, frightened, or maddened.

Surge of Speed

You can take the Disengage or Dash action as a bonus action on your turn.

Telepathy

You can telepathically speak to any creature you can see within 30 feet of you in this manner. You don’t need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Third Eye

You can cast arcane eye at will, without expending a spell slot or material components.

Transubstantial Gaze

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this discipline, you can’t use it again until you finish a short or long rest.

War Focus

You have proficiency with shields and martial weapons.

Psionic Spells

Cantrips (0 Level)
  • Blade Ward
  • Encode Thoughts (GGtR)
  • Friends
  • Mage Hand
  • Mending
  • Message
  • Mind Sliver
  • Mindblade*
  • Minor Illusion
  • Telekinetic Throw*
  • Thaumaturgy
  • True Strike
1st Level
  • Absorb Elements (EEPC)
  • Animal Friendship
  • Armor Of Agathys
  • Catapult (XGtE)
  • Cause Fear (XGtE)
  • Charm Person
  • Comprehend Languages (R)
  • Detect Evil And Good
  • Detect Magic (R)
  • Dissonant Whispers
  • Identify (R)
  • Illusory Script (R)
  • Magic Missile
  • Mind Rend*
  • Protection From Evil And Good
  • Sanctuary
  • Shield
  • Sleep
  • Speak With Animals (R)
  • Tenser's Floating Disk (R)
  • Tasha’s Hideous Laughter
  • Unseen Servant (R)
2nd Level
  • Aid
  • Beast Sense (R)
  • Blindness/Deafness
  • Crown Of Madness
  • Detect Thoughts
  • Enhance Ability
  • Enthrall
  • Find Traps
  • Hold Person
  • Invisibility
  • Knock
  • Locate Object
  • Magic Weapon
  • Mind Spike (XGtE)
  • Mind Thrust*
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Phantasmal Force
  • See Invisibility
  • Shadow Blade
  • Spider Climb
  • Suggestion
3rd Level
  • Blink
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Fast Friends (AI)
  • Fear
  • Fly
  • Hypnotic Pattern
  • Mind Blast*
  • Nondetection
  • Protection From Energy
  • Psychic Drain*
  • Sending
  • Slow
  • Tongues
4th Level
  • Charm Monster (XGtE)
  • Dimension Door
  • Divination
  • Dominate Beast
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
5th Level
  • Animate Objects
  • Awaken
  • Bigby’s Hand
  • Contact Other Plane (R)
  • Dispel Evil And Good
  • Dominate Person
  • Dream
  • Hold Monster
  • Legend Lore
  • Rary’s Telepathic Bond (R)
  • Scrying
  • Seeming
  • Skill Empowerment (XGtE)
  • Synaptic Static (XGtE)
  • Telekinesis
  • Teleportation Circle
  • Wall Of Force
6th Level
  • Arcane Gate
  • Blade Barrier
  • Disintegrate
  • Eyebite
  • Globe Of Invulnerability
  • Magic Jar
  • Mass Suggestion
  • Mental Prison (XGtE)
  • Otto’s Irresistible Dance
  • Programmed Illusion
  • Scatter (XGtE)
  • Tenser's Transformation (XGtE)
  • True Seeing
7th Level
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Sword
  • Plane Shift
  • Power Word Pain (XGtE)
  • Project Image
  • Reverse Gravity
  • Sequester
  • Teleport
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Demiplane
  • Dominate Monster
  • Feeblemind
  • Illusory Dragon (XGtE)
  • Maddening Darkness (XGtE)
  • Mind Blank
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability (XGtE)
  • Power Word Kill
  • Psychic Scream (XGtE)
  • Time Stop
  • Weird

Spell Descriptions

The spells are presented in alphabetical order.

Mindblade

Evocation Cantrip (Psionic)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You create an invisible blade of pure thought and strike at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one blade when you reach higher levels: two blades at 5th level, three blades at 11th level, and four blades at 17th level. You can direct the blades at the same target or at different ones. Make a separate attack roll for each blade.

Mind Blast

3rd level Evocation (Psionic)


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V
  • Duration: Instantaneous

You emit psychic energy in a 15-foot cone. Each creature in that area must succeed on an Intelligence saving throw or take 4d8 psychic damage and be stunned until the end of your next turn. On a successful save, a creature takes half that damage, and is not stunned. A stunned creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success.


At Higher Levels. If you cast this spell using a slot of 4th level or higher, the size of the cone increases by 5 ft. and the damage increases by 1d8 for every level above 3rd.

Mind Rend

1st level Enchantment (Psionic)


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Instantaneous

You rip into another creature's mind. Choose a creature within range; it must make an Intelligence saving throw. If it fails the saving throw, the target takes 2d8 psychic damage and is stunned until the end of its next turn.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Psychic Drain

3rd level Enchantment (Psionic)


  • Casting Time: Action
  • Range: 30 feet
  • Components: V, S, M (a drop of aboleth mucus)
  • Duration: Instantaneous

You drain the resolve of your target to bolster your own. The target must make a Wisdom saving throw. If it fails the saving throw, the target takes 3d8 psychic damage, and you regain hit points equal to the damage dealt.

Telekinetic Throw

Transmutation Cantrip (Psionic)


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You telekinetically throw weapons at a creature or object. Choose a weapon within range that isn't being held, worn, or carried; or choose a weapon under your control. Make a ranged spell attack. The weapon moves 30 feet in a strait line toward the target. The distance the weapon moves is reduced to 15 feet if the weapon has the heavy property, and is increased to 60 feet if the weapon has the light property. On a hit, the target takes the weapon's normal damage. You do not add your Strength, Dexterity, or spell casting ability modifier to the damage of the roll.

The number of weapons you can throw increases when you reach higher levels: two weapons at 5th level, three weapons at 11th level, and four weapons at 17th level. Each weapon moves independently and requires its own separate attack roll. You can direct the weapons at different targets, or at the same target if it is within the range of the movement of each weapon.

Credits

  • Author: u/Xyrlian
  • Art:
  • Jace, Ingenious Mind-Mage by Clint Cearley
  • Sandcrafter Mage by Willian Murai
  • Separatist Voidmage by Jason Rainville
  • Alabaster Mage by Izzy
  • Exclusion Mage by Chris Seaman
  • Wizard Token MtG Art by Sara Winters

  • Ectoplasmic Tool inspired by u/devikyn
  • Telekinetic Throw inspired by u/kibblestasty

  • u/CrimsonAllah for copy edits