Psion

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New Class: Psion

Psion
Level Proficiency Bonus Features Cantrips Known Spells Known Psi Points Psi Limit
1 +2 Psionics, Psionic Order 3 2 2 2
2 +2 Psionic Order Feature, Telepathy 3 3 4 2
3 +2 Mental Casting 3 4 6 3
4 +2 Ability Score Improvement 4 5 6 3
5 +3 -- 4 6 10 5
6 +3 Psionic Order Feature 4 7 10 5
7 +3 -- 4 8 12 6
8 +3 Mental Solitude, Ability Score Improvement 4 9 12 6
9 +4 -- 4 10 14 7
10 +4 Heightened State, Improved Telepathy 5 10 14 7
11 +4 Greater Psionics (1st tier) 5 11 21 7
12 +4 Ability Score Improvement 5 11 21 7
13 +5 Greater Psionics (2nd tier) 5 12 21 7
14 +5 Psionic Order Feature 5 12 21 7
15 +5 Greater Psionics (3rd tier) 5 13 21 7
16 +5 Ability Score Improvement 5 13 21 7
17 +6 Greater Psionics (4th tier) 5 14 28 7
18 +6 Psionic Order Feature 5 14 28 7
19 +6 Ability Score Improvement 5 15 28 7
20 +6 Mind Over Matter 5 15 28 7

The Might of the Mind

Psions are solitary travelers. Many psions discover their powers through deep meditate, others read ancient texts to guide them, while other seek out other psionic masters in hopes of opening their minds.

Mastering psionic abilities is an ambitious venture that requires an individual to know their mind better than everything else. In order to achieve this goal, psions must cut themselves off from society for a considerable amount of time. Only once a psion finally activates their power can they return to society, although some choose to remain isolated.

A mind is capable of a great number of amazing feats, and most psions only unlock a relatively small set of these abilities. Some psions create mental connections to the physical world or even other minds, then use their superior intellect to exert their will. Others tap into the unphysical side of the mind, slipping between time and space, or creating unseen forces. Regardless of their specialization, psions can reach levels of power beyond the imagination of most.

Class Features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None
  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Religion, Stealth, and Survival

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 dungeoneer's pack or (b) and explorer's pack
  • Leather armor and two daggers

Psionics

Drawing on the power that rests deep in your mind, you can cast spells to affect yourself, the minds of others, and the world around you. See chapter 10 of the Player's Handbook for the rules of spellcasting and the end of this document for the psion spell list.

Cantrips

At 1st level you know three cantrips of your choice from the psion spell list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table.

Psi Points

The number of Psi Points you have is based on your psion level, as shown in the Psion table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum whenever you finish a short or long rest. The number of psi points you have can never go below 0 or above your maximum.

Psions use Psi Points instead of spell slots to fuel their magic. You must expend a number of psi points when you cast a spell to determine the equivalent spell slot level that you are using to cast the spell.

Psi Points Spell Level
2 1st
3 2nd
5 3rd
6 4th
7 5th

Psi Limit

You have a limit to how many psi points you can spend at once. The limit is shown in the Psi Limit column of the Psion table. You cannot spend more psi points than your psi limit on the casting of a single spell.

Spells known of 1st level and higher

You know two 1st level spells of your choice from the psion spell list.

The Spells Known column of the Psion table shows when you learn more psion spells of your choice. Each of these spells must be of a level for which you can cast the spell (see Psi Points and Psi Limit).

Additionally, when you gain a level in this class you can choose one of the psion spells you know and replace it with another spell from the psion spell list, which also must be of a level for which you can cast the spell.

Spellcasting ability

Intelligence is you spellcasting ability for your psion spells, since the power of your magic comes from your mind. 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 psion 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

Psychic Casting

Psions are able to cast spell through non-traditional means. Psions still require some sort of focus, but it varies from one psion to another. You can replace all verbal, somatic, and material components of your psion spells with a single verbal or somatic component, with the exception of components that have an indicated cost. If a cost is indicated for a component, a character must have that specific component before they can cast the spell.

The verbal or somatic component that a psion will use in place of all others is chosen at level 1 and can be replaced when you gain a level in this class.

Psionic Order

Choose a psionic order that describes the type of psionic power that is your focus: Immortal, Mentalist, Mind Blade, the Nomad, or Telekinetic, each of which is detailed at the end of the class description.

Your choice grants you feature when you choose it at 1st level and again at 2nd, 6th, 14th, and 18th level.

Telepathy

At 2nd level you can telepathically speak to any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic message, but the creature must be able to understand at least one language or be telepathic itself.

At 10th level you are able to create more permanent links between your mind and others. When you finish a long rest you may create a number of telepathic links up to your Intelligence modifier with willing creatures who are within 30 feet of you. You may use your telepathy to communicate with that creature across any distance and even to other planes of existence. You may end this link with one creature as an action. Your total number of telepathic connections can never exceed your Intelligence modifier.

Mental Casting

Starting at 3rd level you are able to focus your psionic powers to cast spells in a truly unnoticable way. You may cast a spell without your usual verbal or somatic component. You may do this a number of times equal to your intelligence modifier, regaining all uses of of this feature when you finish a long rest.

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.

Mental Solitude

When you reach 8th level you have gained the ability to cut your mind off from others. As an action you may end one effect on yourself that is causing you to be charmed or frightened. Additionally, as a reaction you may block one creature from speaking to you through telepathy or reading your thoughts.

Heightened State

At 10th level you gain the ability to gain extra bursts of psionic power when you cast spells. While you cast a psion spell of 1st level or higher you can spend an additional 2 psi points (not counted towards your psi limit for casting the spell) to gain one of the following benefits for 1 minute:

  • You have truesight out to a radius of 30 feet
  • You may deal psychic damage for any of your psion spells in place of any other damage type
  • You have advantage on Constitution saving throws made to maintain concentration on psion spells

Greater Psionic Powers

At 11th level you begin to unlock the greater psionic powers through your continued meditation and practice. Choose one 6th-level spell from the psion spell list as this greater psionic power.

You can cast your greater psionic power as a spell at its lowest level once without expending any psi points. You must finish a long rest before you can do so again.

At higher levels you gain more greater psionic powers 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. All selected greater psionic powers must come from the psionic spell list. You regain all uses of your Greater Psionic Powers when you finish a long rest.

Mind Over Matter

At 20th level you have achieved a mental state that goes beyond all physical boundaries. You no longer age. When you are reduced to 0 hit points but not killed outright, instead of dying you fall unconscious. You and your gear disappear. You appear 1d20 days later on the plane of existence where you died, at 1 hp, but suffering from 5 levels of exhaustion. You must complete a long rest before you can use this again.

Psionic Orders

Psions train all aspects of their mind, but always find one particular type of psionics that they excel in. These orders are detailed below.

Order of the Immortal

Psions in the Order of the Immortal practice defense psionic ablities. They are able to protect themselves and those they care about from outside threats. Immortals are often thought of as the most compassionate of a usually isolated group of people, but some are simply seeking out a selfish way to escape mortality.

Expanded spell list

Psions of the Immortal order can choose from an expanded list of spells when they learn psion spells. The following spells are available for you to learn at the corresponding psion levels.

Psion Level Expanded Spell List
1 absorb elements, shield
3 aid, warding bond
5 counterspell, protection from energy
7 death ward, resilient sphere
9 antilife shell, mass cure wounds

Adaptive Body

Starting at 1st level you no longer need to eat, breathe, and sleep. To gain the benefits of a long rest you can spend 8 hours engaged in light activity rather than sleeping.

Psychic Bulwark

At 2nd level you gain the ability to defend yourself and those around you with a temporary psychic shield. As a bonus action you may spend 2 psi points to grant half-cover to yourself and any creatures of your choice within 10 feet of you, as well as advantage on Strength saving throws. These benefits last until the start of your next turn.

Psionic Healing

Starting at 6th your own psionic energy mains your physical health. After you spend psi points on your turn you may use your bonus action to regain a number of hit points equal to the psi points you spent this turn plus your Intelligence modifier.

Resistive Adaptation

Beginning at 14th level you can prepare your body each day for upcoming threats. When you complete a long rest you may gain resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This resistance lasts until you complete another long rest.

Untouchable

At 18th level you can completely shield yourself with your mind. You can cast the spell invulnerability once per day without expending any psi points. You must complete a long rest before you can do this again.

Order of the Mentalist

Those who choose to enter the Order of the Mentalist are mistrusted. They're known for tricking anyone who even speaks to them, and turning innocent people against each other. Mentalists can just as easily use their powers to convince someone to help a stranger as they can convince someone to kill a stranger. Free will isn't always so free when a Mentalist is around.

Expanded spell list

Psions of the Mentalist order can choose from an expanded list of spells when they learn psion spells. The following spells are available for you to learn at the corresponding psion levels.

Psion Level Expanded Spell List
1 charm person, sleep
3 phantasmal force, suggestion
5 enemies abound, hypnotic pattern
7 confusion, dominate beast
9 mislead, modify memory

Convincing Persona

At 1st level you can use your psionic powers to influence how others think of you. You learn the friends cantrip and can cast it without any components. If you already know this cantrip you learn a different psion cantrip of your choice. The cantrip does not count against your number of cantrips known. When you cast friends, once the spell ends, the target doesn't become hostile to you.

Perception Filter

Beginning at 2nd level you can manipulate the subconscious blindspot in the mind of others. As an action spend 2 psi points and choose one creature within 120 feet of you. You become invisible to that creature. This lasts up to 1 hour, or until you attack that creature or force them to make a saving throw.

Call to Action/Inaction

Starting at 6thnd level you can uses subtle suggestions in your ideas to convince a creature of a compelling idea. After spending 1 minute talking to a creature you can force it to make a Wisdom saving throw against your spell save DC. If it fails the saving throw the creature is charmed by you for up to 10 minutes requireing your concentration. In addition you may choose one of the following options:

  • The target sits and is incapacitated until your concentration on this effect ends.
  • The target regards one creature that you named as its worst enemy. It becomes hostile to that creature until your concentration on this effect ends. Being attacked by or taking damage from that creature does not end this effect.

Either effect ends early if you or any of your companions do anything harmful to it. If the target succeeds on its saving throw, the target has no hint that you tried to affect it. Once you use this ability you cannot do so again until you complete a short or long rest.

Mental Reflection

At 14th level you can reflect back attempts to break into your mind. You are immune to being charmed and frightened. When another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your spell save DC or be charmed or frightened of you, whichever the creature was originally trying to do to you. This effect lasts for 1 minute or until the creature takes any damage.

Memory Wipe

Starting at 18th level you can break into the deepest memories of a mind and change them to your will. You learn the spell modify memory. If you already know this spell you learn a different psion spell of your choice. The spell does not count against your number of spells known. When you cast modify memory you may choose to gain the benefits of casting it at 9th level without expending any additional psi points. Once you cast it in this way, you cannot do so again until you finish a long rest.

Order of the Mind Blade

Many psions work with invisible forces, affecting the people and pbjects around them. This subtle art of psionics is not enough for some. The Order of the Mind Blade practice putting so much of their psychic energy into one space that it creates a visible and dangerous weapon. Some take up the Mind Blade to defend a loved one, other seek its power to destroy those who have hurt them. They carry some of the most potent physical powers of any psion.

Expanded spell list

Psions of the Mind Blade order can choose from an expanded list of spells when they learn psion spells. The following spells are available for you to learn at the corresponding psion levels.

Psion Level Expanded Spell List
1 armor of agathys, wrathful smite
3 mirror image, shadow blade
5 blinding smite, haste
7 fire shield, greater invisibility
9 conjure volley, steel wind strike

Summon Mind Blade

At 1st level you gain the ability to summon spectral blades of psychic energy. As a bonus action summon you may summon one or two magical blades. While one of your hands is manifesting a blade, you can’t hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you’re incapacitated. The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 20 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.

At 14th level the damage dealt by your Mind Blade increases to 1d10 psychic damage.

Toughened Nature

At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Rapid Strikes

Starting at 2nd level you can use your mind to attack faster than you would normally physically be able to. When you take the Attack action or cast a psion spell with a casting time of one action on your turn you may spend 1 psi point to make up to 2 attacks with your psychic blades as a bonus action on that same turn.

Extra Attack

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

Mind Blade Defenses

At 14th level your mind blades become more powerful and can be used to defend you as well. Your psychic blades now deal 1d10 psychic damage. Additionally when you make a saving throw you may spend a number of psi points of your choice. You gain a +1 to the saving throw for each psi point spent. You can use this ability after rolling the die but before suffering the results. Once you use this ability you must complete a short rest before using it again.

Psychic Explosion

Starting at 18th level, you can unleash a wave of ming-blowing energy. You can cast psychic scream without expending any psi points. You must complete a long rest before you can do this again.

Order of the Nomad

Some psions return to civilization once they activate their powers. Other enjoy the solitude that they find in meditate and decide to simply continue on, with their journey made easier by their new abilities. These Nomadic psions specialize in flexibility and teleportation, as the world is a dangerous place to travel alone.

Expanded spell list

Psions of the Nomad order can choose from an expanded list of spells when they learn psion spells. The following spells are available for you to learn at the corresponding psion levels.

Psion Level Expanded Spell List
1 feather fall, expeditious retreat
3 knock, pass without trace
5 blink, tiny hut
7 dimension door, freedom of movement
9 far step, passwall

Necessary Knowledge

At 1st level you gain the ability to temporarily gain knowledge to help your survival. When you finish a long rest, you gain two proficiencies of your choice: two tools, two languages, or one of each. You can replace one of these selections with a skill. This benefit lasts until you finish a long rest.

Rapid Step

Beginning at 2nd level you can quickly open psionic gaps in space to slip through. As a reaction to a creature ending its turn within 10 feet of you, or as part of casting a psion spell you can spend 1 psi point to teleport 10 feet to an unoccupied space you can see. If performed while casting a spell spent psi point does not count towards your psi limit.

Prepared Psionics

At 6th level you gain the ability to modify your psionic abilities to fit your needs. Whenever you finish a long rest, you can replace one spell you learned from this Psionics feature with another spell from the psion spell list. The new spell must be the same level as the spell you replace.

Effortless Journey

Starting at 14th level you gain the ability to easily teleport yourself and those around you. When you finish a short or long rest you can cast teleportation circle without expending any psi points or requiring material components. Additionally, as an action you can spend 3 psi points to place a tiny, invisible marker on a solid surface. You can use this marker as a target of your teleportation circles. This invisible marker lasts until you place a new one.

Mass Transposition

At 18th level you gain the ability to move large groups of creatures in an instant, even creatures that are not your allies. As an action select a number of creatures up to half of your psion level that you can see within 60 feet of you. Spend 2 psi points per creature to teleport them to another space within 60 feet of you. You may move each creature into the space that a different creature was occupying. Unwilling creatures must make a Wisdom saving throw against your spell save DC to resist the effect. You cannot move a creature into a space that it cannot fit into. Once you can take this action you cannot do so again until you complete a short or long rest.

Order of the Telekinetic

Psions of the Telekinetic order stay true to some of the most pure psionic abilities. Forced movement of objects seems rudimentary, but as the object grow larger, and as psions begin to even more the people around them with a simple thought, their powers suddenly become much more threatening.

Expanded spell list

Psions of the Telekinetic order can choose from an expanded list of spells when they learn psion spells. The following spells are available for you to learn at the corresponding psion levels.

Psion Level Expanded Spell List
1 catapult, magic missile
3 hold person, levitate
5 minute meteors, tiny servant
7 control water, stone shape
9 animate objects, telekinesis

Elementary Telekinesis

At 1st level you master the basic elements of telekinesis. You learn the mage hand cantrip and can cast it without any components. If you already know this cantrip you learn a different psion cantrip of your choice. The cantrip does not count against your number of cantrips known. When you cast mage hand, you can make the spectral hand invisible.

Telekinetic Movement

Starting at 2nd level you can use your mental strength to enchance your physical movement. As an action you may spend 2 psi points to active this ability. You gain one of the following benefits for 10 minutes:

  • The weight you can push, lift, drag, and carry is tripled
  • Your jump distance is tripled, and no running start is required to reach your maximum jump distance
  • Your movement increases by 20 feet

Advanced Telekinesis

At 6th level your mastery of telekinetic forces has increased. Your mage hand can now carry 75 pounds. Additionally on the turn that you cast mage hand, or as an action on subsequent turns while the mage hand is active, you may spend 1 psi point to attempt to grapple a large or smaller creature with it. Instead of using Strength (Athletics) you make an Intelligence ability check. You are proficient in this ability check. While your mage hand is grappling it can only be moved half of its normal distance. You can only grapple one creature in this way at a time.

Telekinetic Flight

Beginning at 14th level you are able to move your body effortlessly through the power of your mind. You gain a flying speed equal to your walking speed, with hover.

Repulsive and Explosive Force

Starting at 18th level you can enter a state of forceful repulsion, followed by an aimed explosion. As an action spend 7 psi points to shield yourself in telekinetic energy. All attack rolls made against you have disadvantage. If a creature misses you with an attack you may use your reaction to force the creature to repeat the attack roll against another creature within range of the original attack of your choice. You can dismiss this force field as an action, aiming it as a 60-foot cone. Every creature in the cone makes a Strength saving throw. On a failure a creature takes 10d10 force damage and is thrown 30 feet away from you, landing prone. On a success a creature takes half as much damage, is moved 15 feet away from you, not landing prone. Once you use this ability you cannot use it again until you complete a short or long rest.

Psion Spell List

Cantrips

  • blade ward
  • booming blade
  • dancing lights
  • friends
  • guidance
  • green-flame blade
  • light
  • mage hand
  • magic stone
  • message
  • mind sliver (UA)
  • minor illusion
  • resistance
  • sword burst
  • thaumaturgy
  • thunderclap
  • true strike
1st level spells

  • alarm
  • bane
  • cause fear
  • color spray
  • command
  • charm person
  • comprehend languages
  • detect evil and good
  • detect magic
  • detect poison and disease
  • disguise self
  • dissonant whispers
  • heroism
  • id insinuation (UA)
  • identify
  • mage armor
  • sanctuary
  • silent image
  • hideous laughter
  • floating disk
  • thunderwave
  • unseen servant
2nd level spells

  • augury
  • blindness/deafness
  • blur
  • calm emotion
  • cloud of daggers
  • crown of madness
  • darkvision
  • detect thoughts
  • earthbind
  • enhance ability
  • enthrall
  • find traps
  • hold person
  • invisibility
  • locate animals or plants
  • locate object
  • magic weapon
  • mental barrier (UA)
  • mind spike
  • mind thrust (UA)
  • misty step
  • magic aura
  • see invisibility
  • shatter
  • silence
  • thought shield (UA)
  • zone of truth
3rd level spells

  • catnap
  • clairvoyance
  • dispel magic
  • fear
  • fly
  • major image
  • nondetection
  • psionic blast (UA)
  • sending
  • thunder step
  • tongues
  • water walk
4th level spells

  • arcane eye
  • banishment
  • charm monster
  • compulsion
  • divination
  • ego whip (UA)
  • fabricate
  • hallucinatory terrain
  • locate creature
  • private sanctum
  • phantasmal killer
5th level spells

  • awaken
  • big hand
  • contact other plane
  • dominate person
  • dream
  • geas
  • hold monster
  • intellect fortress (UA)
  • legend lore
  • telepathic bond
  • scrying
  • seeming
  • skill empowerment
  • synaptic static
  • teleportation circle
  • wall of force
6th level spells

  • arcane gate
  • blade barrier
  • contingency
  • disintegrate
  • Drawmij’s instant summons
  • eyebite
  • find the path
  • globe of invulnerability
  • magic jar
  • mass suggestion
  • mental prison
  • irresistible dance
  • programmed illusion
  • psychic crush (UA)
  • scatter
  • true seeing
7th level spells

  • etherealness
  • forcecage
  • mirage arcane
  • magnificent mansion
  • plane shift
  • power word pain
  • project image
  • reverse gravity
  • sequester
  • sword
  • teleport
8th level spells

  • antimagic field
  • antipathy/sympathy
  • dominate monster
  • feeblemind
  • glibness
  • illusory dragon
  • maddening darkness
  • maze
  • mind blank
  • power word stun
  • telepathy
9th level spells

  • astral projection
  • foresight
  • gate
  • imprisonment
  • psychic scream
  • weird
 

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