Psionic Feats

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Psionic Feats

Inspired by the psionic themed Unearthed Arcana: Fighter, Rogue, and Wizard released by Wizards of the Coast on 11/25/2019, here are some custom psionic feats you could add to your gaming session. Being as psionics are all about new, innovative ways to play, these feats can give you a uniquely flavored psionic experience. Each feat can be taken multiple times and gains increasing power each time you choose it. I understand that the 2nd and 3rd times you take a psionic feat, it may be overpowered for a normal feat. However, I feel like the investment of having to take a feat multiple times instead of an Ability Score Improvement might even out the scales. Enjoy!

Pyrokinesis

Your mind can spontaneously start and control fire. You may take this feat multiple times. Each time you do, you gain the abilities granted by the next Tier. For example the first time you take this feat, you gain the Tier 1 features, but the second time you take this feat, you gain the Tier 2 features.

The first time you take this feat, you gain the following benefits:

Tier 1
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the control flames and the produce flame cantrip. You can cast them without verbal components, the casting of them is not considered magical for spells such as detect magic or counterspell, and the flame created with produce flame is non-magical. Intelligence is your spellcasting ability for these cantrips.

The second time you take this feat, you gain the following benefits:

Tier 2
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the 1st level spell burning hands. You can cast it at its lowest level without verbal components, and the casting of it is not considered magical for spells such as detect magic or counterspell. Intelligence is your spellcasting ability for this spell. Once you cast the spell in this way, you must finish a long rest before you can cast it again.
  • When you deal fire damage from any source, you can add your Intelligence modifier to one damage roll that you deal.

The third time you take this feat, you gain the following benefits:

Tier 3
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the 3rd level spell fireball. You can cast it at its lowest level without verbal, somatic, or material components, and the casting of it is not considered magical for spells such as detect magic or counterspell. Intelligence is your spellcasting ability for this spell. Once you cast the spell in this way, you must finish a long rest before you can cast it again.
  • Any fire damage you deal ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
Art Credits

Art is from Magic the Gathering Cards, copyright Wizards of the Coast.

"Chandra, Novice Pyromancer" by Anna Steinbauer

Telekinetic

You learn to move things with your mind. You may take this feat multiple times. Each time you do, you gain the abilities granted by the next Tier. For example the first time you take this feat, you gain the Tier 1 features, but the second time you take this feat, you gain the Tier 2 features.

The first time you take this feat, you gain the following benefits:

Tier 1
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. Intelligence is your spellcasting ability for this spell.
  • As a bonus action, you can try to shove one creature you can see within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be pushed 5 feet away from you.

The second time you take this feat, you gain the following benefits:

Tier 2
  • Increase your Intelligence score by 1, to a maximum of 20.
  • When you cast mage hand using your psionics, the amount the hand can lift is equal to 25 times your Intelligence score.
  • As a bonus action, you can attempt to engage an enemy within 5 feet of the spectral hand created by your mage hand spell. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or take 2d6 force damage and become restrained by the hand until the end of your next turn.
Art Credits

Art is from the Gwent: The Witcher Card Game, copyright CD Projekt.

"Triss - Telekinesis" by Lorenzo Mastroianni. https://www.artstation.com/lorenzomastroianni

The third time you take this feat, you gain the following benefits:

Tier 3
  • Increase your Intelligence score by 1, to a maximum of 20.
  • When you cast the mage hand cantrip, you may create multiple spectral hands. The number of hands you can create is based on your level: two hands at 5th level, three hands at 11th level, and four hands at 17th level. Each of these hands can act independently using the same action used to cast or control the spell.
  • You can use the raw energy of your telekinesis to harm your foes. As an action or after you cast mage hand, you can make a melee spell attack against an enemy within 5 feet of the spectral hand. On a hit, the target takes 1d8 force damage. Intelligence is your spellcasting ability for this spell.

Telepathic

You awaken the ability to mentally connect with others. You may take this feat multiple times. Each time you do, you gain the abilities granted by the next Tier. For example the first time you take this feat, you gain the Tier 1 features, but the second time you take this feat, you gain the Tier 2 features.

The first time you take this feat, you gain the following benefits:

Tier 1
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice from the following list: Deception, Insight, Intimidation, or Persuasion.
  • You can communicate telepathically with any creature you can see within 30 feet of you. If it understands at least one language, it can respond to you telepathically.

The second time you take this feat, you gain the following benefits:

Tier 2
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can communicate telepathically with up to three creatures you can see within 60 feet of you. If they understand at least one language, they can respond to you telepathically. Any creature linked in this way can freely communicate with any other creature linked this way.
  • If you use your telepathy to make any Deception, Insight, Intimidation, or Persuasion check, you can add your Intelligence modifier to the ability check.

The third time you take this feat, you gain the following benefits:

Tier 3
  • Increase your Intelligence score by 1, to a maximum of 20.
  • You can communicate telepathically with up to six creatures you can see within 120 feet of you. If they understand at least one language, they can respond to you telepathically. Any creature linked in this way can freely communicate with any other creature linked this way.
  • You can detect thoughts at will, without expending a spell slot. You can cast it at its lowest level without verbal, somatic, or material components, and the casting of it is not considered magical for spells such as detect magic or counterspell. Intelligence is your spellcasting ability for this spell.
Art Credits

Art is from Magic the Gathering Cards, copyright Wizards of the Coast.

"Talent of the Telepath" by Peter Mohrbacher. https://www.artstation.com/bugmeyer

 

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