Psionic 5e

by AkitoKamimura

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Psionic

The Psionic

Level Proficiency Bonus Features Psionic Die
1st +2 Psionic Talent, Psi Replenishment(one use) D6
2nd +2 Psionic Core D6
3rd +2 - D6
4th +2 Ability Score Increase D6
5th +3 - D8
6th +3 Psionic Core Feature D8
7th +3 - D8
8th +3 Ability Score Increase D8
9th +4 - D8
10th +4 Extra Attack D8
11th +4 Psi-Enhanced Metabolism D10
12th +4 Ability Score Increase, Psionic Core Feature D10
13th +5 - D10
14th +5 Psi Replenishment (two uses) D10
15th +5 - D10
16th +5 Ability Score Increase D10
17th +6 - D12
18th +6 Psionic Core Feature D12
19th +6 Ability Score Increase D12
20th +6 Psychic Aura D12

Class Features

As a Psionic, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Psionic 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: one musical instrument

  • Saving Throws: Inteligence, Wisdom
  • Skills: Choose two from Investigation, Stealth, Deception, Perception, Performance,

Equipment

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

  • (a) a studded leather armor or (b) a leather armor, simple ranged weapon and 20 pieces of ammunition.
  • (a) two dagger or (b) a simple meele weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

Is Psi a Form of Magic?

Psi is a supernatural power that emanates from the mind. Like other forms of supernatural power in D&D, it can be used to create magical phenomena, yet it can create other sorts of phenomena as well. In the game’s rules, only certain supernatural effects are classified as magical: magic items, spells, spell attacks, powers fueled by spell slots, and any other effect that the rules explicitly call magical. This distinction is rarely relevant in play, typically coming up only when something like an antimagic field shows up.From a storytelling standpoint, some supernatural effects in D&D weave their power into a formalized form —a spell, for instance—that other effects can disrupt. In contrast, there are other supernatural effects that are so wild, formless, or subtle that it is difficult or impossible to disrupt them. In this article, some of the psionic powers create what the rules consider to be magic and some don’t..

1

Psionic Talent

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6. At 1st level you start with three Psionic Talents Telekenetic Strike, Psi-Bolstered Knack and Telepathic Speech. Psionic Talent Options. You can use your Psionic Talent die in the following ways:

  • Telekinetic Strike. You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.

  • Psi-Bolstered Knack. When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success

  • Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12) as shown at the Class table.

  • Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest. You gain a 2nd use of this Feature at 14th level.

Psionic Core

When you reach 2nd level, you begin to refine your Psionic Talents choosing a core way how to use your powers. Choose from: Psi Knight, Soul Knife or Psionic Soul.

Your choice grants you features at 2nd level and again at 6th, 12th and 18th level.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Psi-Enhanced Metabolism

11th-level Psionic Feature

The psionic energy flowing through you has bolstered your mind and body. You have resistance to poison and psychic damage, and you are immune to the poisoned condition.

Psychic Aura

20th-level Psionic

If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot-radius aura for 1 minute or until you’re incapacitated or lose the use of your Psionic Talent die. Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Intelligence modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.

Psionic Cores

Psi Knight

When choosing this Core at 2nd level you gain bonus proficiencies and learn additional Psionic talents at 5th, 9th, 13th and 17th.

Bonus Proficiencies

  • Armor: Medium Armor
  • Weapons: Martial Weapons

Psionic Talent

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. You can choose one of the following psionic talents wich dont count against your maximum ammount:

  • Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

  • Psi-Powered Leap. When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.

Enhanced Channeling

Also at 2nd level you can choose a way how you channle your powers, you can choose one of the following options:

  • Internal Channeling

You choose to focus on channeling your Psionic powers inside your body, improving yourself and shaping your body into an weapon. When choosing this option, you gain the following Psionic Talents:

  • At 2nd level: When attacking without a weapon, you can use your Psionic Die to determine the outcome of the damage, you also can use your Intelligence modifier isntead of strenght or dexterity when adding your bonus to attack rolls. Your attacks with your fist counts as Magic Weapons for the sake of overcoming resistances.

  • At 5th level: You can cast the Enhance Ability Spell as Reaction but its duration lasts only until the end of your next turn. Whenever you use this Psionic Talent you can forgo the verbal, somatic and material components for it but decrease your Psionic die by one size. Additional you can only target yourself with it.

  • At 9th level: You can cast the Haste Spell as an action for a number of times equal to your Intelligence modifier. You dont need to concentrate on it and can forgo the verbal, somatic and material components but suffer 1 level of exhaustion at the end of its duration. Additional you can only target yourself with it.

  • At 13th level: You can cast the Tensers Transformation spell as an action once per long rest. You dont need to concentrate on the spell and can forgo the verbal, somatic and material components of it but you suffer 1 level of exhaustion at the end of its duration instead of rolling the saving throw. Additional you can only target yourself with it.

  • At 17th level: You can cast the Foresight spell as an action once per day. You dont need to concentrate on the spell and can forgo the verbal, somatic and material components but its duration is 10 minutes. Additional you can only target yourself with it.

  • External Channeling

You choose to focus on channeling your psionic powers outside of your body or into an object, using it as an extention of your body. When choosing this option you gain the following Psionic Talents:

  • At 2nd level: You can cast the Shadow Blade spell as an bonus action at will, dont require concentrating on the spell can forgo the verbal and somatic components. You can only Create a single weapon at a time but can also choose from martial weapons.

  • At 5th level: You can cast the Psionic Blast spell as an action a number of times per day equal to your Intelligence modifier and can forgo the verbal components. The area changes to an 15ft radius centerd on yourself.

  • At 9th level: You can cast the Steel Wind Strike spell as an action a number of times per day equal to your half Intelligence modifier (rounded up) and can forgo the somatic and material components. Additionaly the range is 60ft instead of 30ft.

  • At 13th level: You can cast the Investiture of Wind spell as an action once per day. You can forgo the verbal and somatic components and dont need to concentrate on it but the duration is only 1 minute. You can decrease your Psionic Talent die by one size to regain one use of this ability.

  • At 17th level: You can cast the Psychic Scream spell as an action once per day. At the end of your turn you gain 1 level of exhaustion. Additionaly the range becomes 30ft, hits everyone in range and everyone in range has disadvantage. You can decrease your Psionic Talent die by one size to use this feature again.

Telekinetic Adept

6th-level Psi Knight feature

You have masterd a new way to use your telekinesis and gain one of the following Psionic Talents wich doesnt count towards your maximum ammount you can have. You can choose from:

  • Psionic Thrust. When you deal damage to a target with the Telekinetic Strike of your Psionic Talent, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally.

  • Telekinetic Movement. If your Psionic Talent die is available, you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size.

Bulwark of Force

12th-level Psi Knight feature

You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated. Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again

Telekinetic Master

18th-level Psi Knight feature

Your ability to move creatures and objects with your mind is matched by few. If your Psionic Talent die is available, you can cast the telekinesis spell, requiring no components. Your spellcasting ability for the spell is Intelligence. When you cast this spell, your Psionic Talent die decreases by one die size.

Soulknife

When choosing this Core at 2nd level you also gain the ability to Sneak Attack.

Sneak Attack

Beginning at 2nd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column.

Sneak Attack
Level Ammount
2nd 1d6
6th 2d6
10th 3d6
14th 4d6
18th 5d6

Psychic Blades

2nd-level Soulknife feature

You can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to your Psionic die plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. When you hit your target with your first attack during this turn you can use a bonus action to make one more attack against the same target.

Soul Blades

6th-level Soulknife feature

Your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them. Choose one of the following Psionic Talents:

  • Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled

  • Psychic Teleportation. If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size.

Psionic Veil

12th-level Soulknife feature

You can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw. Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again

Rend Mind

18th-level Soulknife feature

You can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) .Unless the save succeeds, the target is stunned until the end of your next turn. Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.

Psionic Soul

When choosing this Core at 2nd level you also gain the ability to cast Spells.

Spellcasting

Your ability to controll your Psionic Ability fuels your spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of the class description for your spell list.

Cantrips

At 2nd level, you know two cantrips of your choice from the Psionic spell list. You learn additional Psionic cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psionic table.

Spell Slots

The Psionic Soul table shows how many spell slots you have to cast your Psionic spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of these Psionic spells, To cast one of your Psionic spells of 1st level or higher, you must expend a spell slot You regain all expended spell slots when you finish a long rest.

For example, when you are 10th level, you have two 3rd-level spell slots. To cast the 2nd-level spell Mind Spike, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 2nd level, you know two 1st-level spells of your choice from the Psionic spell list.

The Spells Known column of the Psionic Soul table shows when you learn more Psionic spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 9th level, for example, you learn a new Psionic spell, which can be 1st or 2nd level.

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

Intelligence is your spellcasting ability for your Psionic spells, ssince you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Psionic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.

Psionic Soul Spellcasting
Level Catrips Known Spells Known Spell Slots Slot Level
1st - - - -
2nd 2 2 1 1st
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 1 2nd
7th 2 3 1 2nd
8th 2 3 2 2nd
9th 3 4 2 2nd
10th 3 4 2 3rd
11th 3 4 2 3rd
12th 3 4 2 3rd
13th 3 5 2 3rd
14th 3 5 3 4th
15th 4 5 3 4th
16th 4 5 3 4th
17th 4 6 3 4th
18th 4 6 3 5th
19th 4 6 3 5th
20th 4 6 4 5th

Psionic Talent

Also at 2nd level you can choose one of the following Psionic Talents:

  • Psionic Discovery. You can unlock the ability to cast a mind-oriented Psionic spell you don’t already know. After meditating for 10 minutes(which can be done during a rest), roll your Psionic Talent die, and choose a Psionic spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled

  • Psychic Sorcery. When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

Psychic Strike

6th-level Psionic Soul feature

You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a Psionic spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.

Extendet Psyche

12th level Psionic Soul Feature

At 12th level your gaining your first Extendet Spell wich is a 6th lvl spell from your Psionics spell list. You have learnd to tap into an hidden power that surounds everything, granting you stronger Spell like Abilities. You gain more powers as you grow stronger gaining an 7th level Spell at 14th level, an 8th level spell at 16th level and an 9th level spell at 18th level. Each use of those spells decrease your Psionic Talent die by two sizes.

Mind Over Body

18th-level Psionic Soul feature

You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 Spell Slot to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice:

  • You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
  • You gain a flying speed equal to your walking speed, and you can hover.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
  • Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Cantrips (0 Level)
  • Booming Blade
  • Control Flames
  • Eldritch Blast
  • Friends
  • Guidance
  • Gust
  • Mage Hand
  • Message
  • Mind Sliver
  • Minor Illusion
  • Mold Earth
  • Prestidigitation
  • Ressistance
  • Shape Water
  • Sword Burst
  • Thaumaturgy
  • Thunderclap
  • True Strike
  • Vicious Mockery
1st Level
  • Animal Friendship
  • Bane
  • Beast Bond
  • Bless
  • Catapult
  • Cause Fear
  • Charm Person
  • Command
  • Compelled Duel
  • Comprehend Language
  • Dissonant Whispers
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Floating Disk
  • Heroism
  • Hideous Laughter
  • Id Insinuation
  • Jump
  • Mage Armor
  • Magic Missile
  • Shield
  • Shield of Faith
  • Sleep
  • Speak with Animals
  • Thunderwave
  • Unseen Servant
  • Zephyr Strike
2nd Level
  • Animal Messenger
  • Beast Sense
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Cloud of Daggers
  • Continual Flame
  • Cordon of Arrows
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enthrall
  • Flame Blade
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Knock
  • Lesser Restoration
  • Levitate
  • Mental Barrier
  • Mind Spike
  • Mind Thrust
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Ray of Enfeeblement
  • See Invisible
  • Shadow Blade
  • Shatter
  • Skywrite
  • Spider Climb
  • Spiritual Weapon
  • Suggestion
  • Thought Shield
  • Warding Wind
  • Zone of Truth
3rd Level
  • Beacon of Hope
  • Blink
  • Call Lightning
  • Catnap
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fly
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Melfs Miniature Meteor
  • Nondetection
  • Psionic Blast
  • Sending
  • Slow
  • Thunder Step
  • Tidal Wave
  • Water Walk
  • Wind Wall
4th Level
  • Charm Monster
  • Compulsion
  • Confusion
  • Control Water
  • Dominate Beast
  • Ego Whip
  • Freedom of Movement
  • Grasping Vine
  • Hallucinatory Terrain
  • Locate Creature
  • Stone Shape
  • Storm Sphere
5th Level
  • Animate Objects
  • Antilife Shell
  • Arcane Hand
  • Awaken
  • Circle of Power
  • Conjure Volley
  • Control Winds
  • Destructive Wave
  • Dominate Person
  • Dream
  • Far Step
  • Geas
  • Hold Monster
  • Immolation
  • Intellect Fortress
  • Maelstrom
  • Mislead
  • Modify Memory
  • Rary's Telepathic Bond
  • Scrying
  • Skill Empowerment
  • Steel Wind Strike
  • Swift Quiver
  • Synaptic Static
  • Telekinesis
  • Wall of Force
  • Wall of Light
6th Level
  • Blade Barrier
  • Bones of the Earth
  • Chain Lightning
  • Contingency
  • Disintegrate
  • Eyebite
  • Find the Path
  • Globe of Invulnerability
  • Harm
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Mass Suggestion
  • Mental Prison
  • Move Earth
  • Otto's Irresistible Dance
  • Primordial Ward
  • Programmed Illusion
  • Psychic Crush
  • Scatter
  • Sunbeam
  • Tenser´s Transformation
  • True Seeing
7th Level
  • Delayed Blast Fireball
  • Forcecage
  • Mirage Arcane
  • Mordenkainen’s Sword
  • Power Word Pain
  • Project Image
  • Reverse Gravity
  • Simulacrum
  • Teleport
  • Whirlwind
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Glibness
  • Illusory Dragon
  • Maze
  • Mind Blank
  • Telepathy
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • Psychic Scream
  • Time Stop
  • Weird
 

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