Psionics
The Mind Unleashed
The Psion
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 psions, people who have
focused their minds into a force of magical power.
Using their mental strength, psions 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 psion learns how to unlock them. Psions
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 psion can know, each psion is unique in their ability, as their latent talents are drawn out and shaped into the psionic powers that define them.
Honed Acuity
A psion 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 psion 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 psion, the reasons to adventure are as numerous as their are varieties of psions. 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 psion is powerful and useful addtition to any adventuring party.
Psion
| Level | Proficiency Bonus | Features | Spells Known | Psi Points | Psi Limit | Talents Known | Augments Known |
|---|---|---|---|---|---|---|---|
| 1st | +2 | Psionics, Psionic Affinity | 2 | 2 | 2 | 2 | ─ |
| 2nd | +2 | Psionic Augments | 3 | 4 | 2 | 2 | 2 |
| 3rd | +2 | Psionic Focus | 4 | 5 | 3 | 2 | 2 |
| 4th | +2 | Ability Score Improvement | 5 | 6 | 3 | 3 | 3 |
| 5th | +3 | 6 | 8 | 5 | 3 | 3 | |
| 6th | +3 | Psionic Affinity Feature | 7 | 10 | 5 | 3 | 3 |
| 7th | +3 | ─ | 8 | 11 | 6 | 3 | 4 |
| 8th | +3 | Ability Score Improvement | 9 | 12 | 6 | 3 | 4 |
| 9th | +4 | ─ | 10 | 13 | 7 | 3 | 5 |
| 10th | +4 | Psionic Affinity Feature | 10 | 14 | 7 | 4 | 5 |
| 11th | +4 | Psionic Mastery (6th level) | 11 | 16 | 7 | 4 | 5 |
| 12th | +4 | Ability Score Improvement | 11 | 17 | 7 | 4 | 6 |
| 13th | +5 | Psionic Mastery (7th level) | 12 | 18 | 7 | 4 | 6 |
| 14th | +5 | Psionic Affinity Feature | 12 | 19 | 7 | 4 | 6 |
| 15th | +5 | Psionic Mastery (8th level) | 13 | 21 | 7 | 4 | 7 |
| 16th | +5 | Ability Score Improvement | 13 | 23 | 7 | 4 | 7 |
| 17th | +6 | Psionic Mastery (9th level) | 14 | 24 | 7 | 4 | 7 |
| 18th | +6 | ─ | 14 | 26 | 7 | 4 | 8 |
| 19th | +6 | Ability Score Improvement | 15 | 27 | 7 | 4 | 8 |
| 20th | +6 | Psionic Body | 15 | 28 | 7 | 4 | 8 |
Creating a Psion
As you make you psion character, consider your character's background. How did you become a psion? 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 psion 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 psychokinesis psionic talents, along with the first level spells charm person and magic missile.
Class Features
Hit Points
- Hit Dice: 1d8 per psion level
- Hit Points at First Level: 8 + your Constitution modifier.
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per psion level after 1st.
Proficiencies
- Armor: Light Armor, Medium Armor, shields
- 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 develop a specific psionic affinity, choosing from the Elementalist, the Metacreative, the Mindbender, the Nomad, the Soulblade, or the Transmogrifist, each of which are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th.
Psionics
Your psionic ability 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.
Psionic Talents
As a student of psionics, you can master and use psionic talents. A psionic talent is a minor psionic effect you have mastered.
At 1st level, you know two psionic talents of your choice. Your talent options are detailed at the end of the class description. You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Psion table.
Talents are similar to spells and use the same rules, but require no components. For the purpose of spellcasting rules, psionic talents are considered cantrips. If you use augments on a psionic talent, it is considered a spell of a level corresponding with the number of psi points spent, as shown on the Psionic Spellcasting 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. The number of psi points you have is based on your psion level, as shown in the Psi Points column of the Psion table. The number shown 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.
To cast one of your psion spells, you expend a number of psi points based on the level of the spell you are trying to cast, as shown on the Psionic Spellcasting table below. You can cast a spell at a higher level by spending the equivalent number of psi points for the higher level spell slot.
Psionic Spellcasting
| Spell Level | Psi Point Cost |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 6 |
| 5th | 7 |
For example, to cast magic missile as if using a 2nd-level spell slot instead of a 1st level, you would spend 3 psi points instead of 2 psi points.
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 psion level, as shown in the Psi Limit column of the Psion table. For example, as a 3rd-level psion, you can spend no more than 3 psi points to cast a spell, no matter how many psi points you have.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice on the psion spell list.
The Spells Known column of the Psion table shows when you learn more psion spells of your choice of 1st-level or higher. A spell you choose must be of a level with a psi point cost no higher than your psi limit. When you reach 6th level, for example, you learn a new psion spell, which can be 1st, 2nd, or 3rd level.
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 must be of a level no higher than your psi limit.
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 or are consumed by the spell.
Spellcasting Ability
Intelligence is your spellcasting ability for your psion 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 psion spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Psionic Augments
Your mastery over your mind and its innate energy gives you the ability to alter the effects of your psionic talents.
At 2nd level, you gain two augments of your choice. Your augment options are detailed at the end of the class description. When you gain certain psion levels, you gain additional augments of your choice, as shown in the Augments Known column of the Psion table.
Additionally, when you gain a level in this class, you can choose one of the augments you know and replace it with another augment that you could learn at that level.
If an augment has prerequisites, you must meet them to learn it. You can learn the augment at the same time that you meet its prerequisites.
You activate augmentations by expending psi points. You choose to augment a psionic talent when you activate it, before any of its effects occur, except when the augment says otherwise. You can use multiple augments on a talent at once, but the total cost cannot exceed your psi limit.
Psionic Focus
At 3rd level, your mind becomes a bastion of psionic energy. You gain the following benefits:
- You have resistance to psychic damage.
- When you roll psychic or force damage for any of your psion spells, you can reroll any of those damage dice that rolls a 1, but you must use the new roll.
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 psion 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 psion 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 Body
At 20th level, your mastery of psionic power causes your mind to transcend the body. Your physical form is infused with psionic energy. You gain the following benefits:
- You gain resistance to bludgeoning, piercing, and slashing damage.
- You no longer age.
- You are immune to disease, poison damage, and the poisoned condition.
- If you die, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.



Psionic Affinities
The Elementalist
Elementalist psions 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 psion 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 psion cantrips for you, but they require no components to cast.
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 psions 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 psion spell list for you.
Metacreative Expanded Spells
| Spell Level | Spells |
|---|---|
| 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. 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. If the item requires attunement, you can attune the item as part of the same action. The object remains until you dismiss it as an action, use this ability again, take a long rest, or die.
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 psion character can forgo the Ectoplasmic Wonder feature and instead take the Illusory Reality feature from the Wizard: School of Illusion.
The Mindbender
Mindbender psions 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 psion spell list for you.
Mindbender Expanded Spells
| Spell Level | Spells |
|---|---|
| 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 psion spell list for you.
Nomad Expanded Spells
| Spell Level | Spells |
|---|---|
| 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 psion spell list for you.
Soulblade Expanded Spells
| Spell Level | Spells |
|---|---|
| 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 with which you are proficient. 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 have the Psionic Weapon talent, this benefit extends to every weapon you create with the talent.
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 psion 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 Transmogrifist
Transmogrifist psions 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 transmogrifist, you have an aptitude for certain spells. The following spells are added to the psion spell list for you.
Transmogrifist Expanded Spells
| Spell Level | Spells |
|---|---|
| 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 psion level. In addition, while you aren’t wearing armor, your base AC equals 13 + 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 gain resistance to the triggering damage and you gain temporary hit points equal to your Intelligence modifier (minimum of 1) + your psion 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 psion 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 Talent Options
Psionic talents are minor abilities that require psionic aptitude but don’t drain a psion’s reservoir of psionic power. Talents are similar to spells and use the same rules, but require no components and can be used at will. For the purpose of spellcasting rules, psionic talents are considered cantrips.
Apportation
- Casting Time: 1 minute
- Range: 15 feet
- Duration: Instantaneous
You focus your mind to manifest your thoughts into physical reality. You can create a non-magical trinket worth 1 sp or less that can fit in your hand. The trinket disappears if it is more than 5 feet away from you for 1 minute or more.
Alternatively, you can repair a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This talent can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Delusion
- Casting Time: 1 action
- Range: 90 feet
- Duration: 1 minute
You plant a false belief in the mind of one creature that you can see within range. You can create a sound or an image. Only the target of this talent perceives the sound or image you create.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. The sound can last up to the duration.
If you create an object, it must fit within a 5-foot cube and can’t move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for the duration, and it disappears if the creature touches it.
Energy Beam
- Casting Time: 1 action
- Range: 90 feet
- Duration: Instantaneous
You release a beam of elemental energy and target a creature or object within range. The target must succeed on a Dexterity saving throw or take 1d8 acid, cold, fire, lightning, or thunder damage (your choice).
The talent’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Mindblade
- Casting Time: 1 action
- Range: 120 feet
- 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 force damage equal to 1d8 + your spellcasting ability modifier.
The talent 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.
Precognition
- Casting Time: 1 bonus action
- Range: Touch
- Duration: Concentration, 1 round
A creature you touch gains a brief glimpse into the future. Before the end of your next turn, provided the spell hasn't ended, the creature gains advantage on its first attack roll, ability check, or saving throw.
The creature must use this benefit on whichever type of roll comes first, and the talent ends after the roll.
Psionic Weapon
- Casting Time: 1 bonus action
- Range: Self
- Duration: Instantaneous
You manifest psionic power as a shimmering psi blade of psychic energy in your empty hand. The psi blade uses the statistics of a simple melee weapon, which you choose when you create it. The weapon deals psychic damage instead if its normal damage type. You are proficient with your psi blade.
The 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 talent again, if you dismiss the weapon (no action required), or if you die.
Psychic Strike
- Casting Time: 1 action
- Range: 90 feet
- Duration: Instantaneous
You drive a spike of painful psychic energy into a the mind of a creature within range. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
This talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Psychokinesis
- Casting Time: 1 action
- Range: 30 feet
- Duration: 1 minute
You create an invisible, incorporeal hand at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you use this talent again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
Psychometry
- Casting Time: 1 minute
- Range: Touch
- Duration: 1 hour
You can intuitively know information about an object by touching it. When you finish casting the talent, gain the effects of the identify spell on the target object. You also gain advantage on any Arcana, History, or Religion ability check regarding the target object for the duration.
Psychomorph
- Casting Time: 1 minute
- Range: Self
- Duration: 1 hour
You can change your appearance and your voice for the duration. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have.
Your clothing and equipment aren't changed by this talent.
Restoration
- Casting Time: 1 action
- Range: Touch
- Duration: 1 hour
You have fine control over the restorative functions of the body. A creature you touch gains temporary hit points equal to 1d4 + your spellcasting ability modifier for the duration.
This talent's temporary hit points increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Telepathy
- Casting Time: 1 action
- Range: 30 feet
- Duration: 1 minute
You can speak telepathically to any creature you can see within range for the duration. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
The target (and only the target) hears you, and can speak telepathically to you for the duration of the talent. In order to telepathically speak to you, the creature must be able to see you and must be within this talent’s range.
Telesthesia
- Casting Time: 1 action
- Range: Self
- Duration: 1 minute
Your sight is greatly enhanced, seeing things meant to be hidden. For the duration, you can see normally in darkness, both magical and non magical, to a distance of 30 feet.
While this talent is active, you can use your bonus action to sense the presence of any magic within 30 feet of you. If you sense magic in this way, you see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The talent can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Augment Options
If you use augments on a psionic talent, it is considered a spell of a level corresponding with the number of psi points spent, as shown on the Psionic Spellcasting table.
If an augment has prerequisites, you must meet them to learn it. You can learn the augment at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
The augments are presented here in order of their prerequisite psionic talents.
General Augments
General augments can be use to alter any psionic talent.
Distant Psionics
When you use a talent, you can spend 1 psi point to increase its range. You can increase a range of touch to 30 feet.
When you use a talent that has a range of 5 feet or greater, you can spend 1 psi point to double the range of the talent.
You can use this augment multiple times on the same talent, increasing the range of the talent to the next increment to a maximum of 500 feet.
Empowered Psionics
Whenever you use a psionic talent that deals damage, you can increase the initial damage dealt by 1d6 per psi point spent of the talent's type to each of its targets.
Expanded Psionics
When you use a talent that targets a creature, but does not have an area of an effect or have a range of self, you can target an additional creature per psi point spent.
Extended Psionics
When you use a talent, you can spend 1 psi point to increase the duration. You can increase a duration of 1 round, to 1 minute, a duration of 1 minute to 10 minutes, a duration of 10 minutes to 1 hour.
When you use a talent with a duration of 1 hour or longer, you can spend 1 psi point to double its duration.
You can use this augment multiple times on the on the same talent, increasing the duration of the talent to the next increment to a maximum of 8 hours.
Seeking Psionics
When you use a talent that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 psi point to ignore the effects of half- and three-quarters cover against targets of the talent.
Quickened Psionics
When you use a talent that has a casting time of 1 action, you can spend 2 psi points to change the casting time to 1 bonus action for this casting.
Apportation Augments
The following augments require that you know the Apportation psionic talent.
Astral Construct
- Prerequisite: Apportation psionic talent
When you use your Apportation talent, you can spend 2 psi points to create and Astral Construct instead of a trinket. The construct only disappears if it drops to 0 hit points, you dismiss it as an action, you use this augment again, or you die. You determine the creature's appearance; your choice has no effect on its game statistics.
The construct acts independently of you, but it always obeys your commands. In combat, the construct shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action. However, you can use your bonus action to command the construct to use its reaction to take the Attack, Dash, Disengage, Help, Hide, or Search action.
You can communicate telepathically with the construct while you on the same plane of existence. As an action, you can see and hear through your construct's senses until the start of your next turn, gaining the benefits of any special senses that the construct has. During this time, you are deaf and blind with regard to your own senses.
When you cast a spell or use a talent with a range of touch, the construct can deliver the spell or talent as if it had cast it itself. Your construct must be within 100 feet of you, and it must use its reaction to deliver the spell or talent when you cast it. If the spell or talent requires an attack roll, you use your attack modifier for the roll.
Finally, if you use your apportation talent to repair the construct, it regains 2d6 hit points.
Astral Construct
Small construct, neutral
- Armor Class AC 13
- Hit Points equal to your Intelligence modifier + twice your psion level
- Speed fly 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 4 (-4) 10 (+0) 6 (-3)
- Skills Perception +2, Stealth +4
- Damage Immunities poison, psychic
- Condition Immunities charmed, exhuastion, frightened, poisioned
- Senses darkvision 60 ft, Passive Perception 12
- Languages all languages you understand
Actions
Psychic Rend. Ranged Spell Attack: your spell attack bonus to hit, Range 30 ft., one target. Hit: 1d8 psychic damage
Astral Reconstruction
- Prerequisite: Apportation psionic talent
When you use your Apportation talent, you can spend 1 psi point to repair any broken or deteriorated object that fits within a 5-foot cube. The size of the cube increases by 5 feet for every additional psi point spent beyond the first.
Additionally, constructs within the area regain hit points equal to a number of d6s equal to the number of psi points spent.
Fabrication
- Prerequisite: Apportation psionic talent
When you use your Apportation talent, you can spend 2 psi points to create a single nonmagical object of nonliving vegetable matter within range: linen clothes, hempen rope, a wooden ladder, or something similar. The object created must be no larger than a 5-foot cube. The object lasts for the duration of the talent.
You can spend additional psi points to increase the size of the object created. For each additional psi point spent, the area increases by another 5-foot cube. All 5-foot cubes must be connected, and you can still only create one object.
The objects created by this talent have an AC of 11 and 5 hit points for each psi point spent.
Alternatively, you can spend 7 psi points to create an object of stone or metal that fits within a 10-foot cube that lasts for the duration. A stone or metal object has an AC of 17 and 50 hit points.
The objects created by this talent are of the simplest craftsmanship and of the simplest of materials. Anyone who succeeds a DC 10 Intelligence (Investigation or Arcana) check can determine that the object was created by magic.
Using any material created by this spell as another spell's material component causes that spell to fail.
Delusion Augments
The following augments require that you know the Delusion psionic talent.
Hallucination
- Prerequisite: Delusion psionic talent
When you use your Delusion talent, you can spend 1 psi point to gain control of the delusion. During the duration of the talent, you can use your action to change the nature of the delusion (within its normal parameters).
When you use your Delusion talent, you can spend 1 psi point to make it more complex. When you create the delusion, it can simultaneously include images, sounds, smells, and temperature. The effects of the delusion are not sufficient to cause damage.
When you use your Delusion talent, you can spend 1 psi point to increase the size of the image you create. The size of the cube becomes up to 10 feet, plus 5 feet for every additional psi point you spend beyond the initial one.
Paranoia
- Prerequisite: Delusion psionic talent
When you use your Delusion talent, you can spend 2 psi points to tap into the target's greatest fears. The target must succeed on a Wisdom saving throw or become frightened for the duration. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can spend additional psi points to cause the target to take psychic damage at the end of each of its turns until it is no longer frightened. The psychic damage is equal to 1d8 per psi point spent beyond the initial two.
Psychosis
- Prerequisite: Delusion psionic talent
When you use your Delusion talent, you can spend 2 psi points to make the delusion seem truly real to the target. If the target touches the delusion, it does not disappear and seems real to their senses.
The target can use its action to examine the delusion with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target determines it is a delusion, and the delusion disappears.
While a target is affected by the talent, the target treats the delusion as if it were real. The target rationalizes any illogical outcomes from interacting with the delusion. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fallit was pushed, it slipped, or a strong wind might have knocked it off.
Energy Beam Augments
The following augments require that you know the Energy Beam psionic talent.
Elemental Redirection
- Prerequisite: 5th level, Energy Beam psionic talent
You can use your reaction to spend at least 1 psi point to absorb elemental energy when you take acid, cold, fire, lightning, or thunder damage. When you do so, the damage you take from the attack is reduced by 1d8 per psi point spent + your Intelligence modifier + your psion level, to a minimum of 0 damage.
If you reduce the damage to 0, you can gain control of the elemental energy and can redirect it. If you do so, you can spend 1 psi point to make an attack with your Energy Beam psionic talent as part of the same reaction. This attack is of the same damage type that you absorbed and cannot be modified with augments.
Energy Burst
- Prerequisite: Energy Beam psionic talent
When you use your Energy Beam talent, you can spend 1 psi point to instead target a point within range. Each creature in a 5-foot-radius sphere centered on that point must make the Dexterity saving throw. A target takes the talent's damage on a failed save.
You can spend additional psi points to increase the size of the sphere. The size of the sphere increases by 5 feet for every additional psi point spent beyond the first.
Potent Energy
- Prerequisite: Energy Beam psionic talent
When you use your Energy Beam talent, you can spend 1 psi point to damage creatures that avoid the brunt of the effect. When a creature succeeds on the saving throw for the talent, the creature takes half the talent's damage but suffers no additional effects from the talent.
Mindblade Augments
The following augments require that you know the Mindblade psionic talent.
Annihilation
- Prerequisite: Mindblade psionic talent
When you use your Mindblade talent, you can spend 2 psi points to give it annihilating force. A creature reduced to 0 hit points by the talent must succeed a Constitution saving throw. On a failure, the creature is disintegrated.
A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell.
A nonmagical object reduced to 0 hit points is automatically disintegrated (see p. 246 of the Dungeon Master's Guide for the suggested AC and hit points of objects).
Inerrant Mindblade
- Prerequisite: Mindblade psionic talent
When you use your Mindblade talent, instead of making an attack roll, you can spend 2 psi points to have each target make a Dexterity or Constitution saving throw (your choice). If a target fails the saving throw, the target takes the talent's damage.
Reactive Mindblade
- Prerequisite: 5th level, Mindblade psionic talent
You can use your reaction to spend at least 1 psi point to deflect a missile when you are hit by a ranged weapon attack or to cancel magical force when you are take force damage from a spell or magical effect. When you do so, the damage you take from the attack is reduced by 1d8 per psi point spent + your Intelligence modifier + your psion level, to a minimum of 0 damage.
Precognition Augments
The following augments require that you know the Precognition psionic talent.
Forebode
- Prerequisite: 5th level, Precognition psionic talent
When you use your Precognition talent, you can spend 1 psi point to foretell the doom of a creature that you can see within 30 feet of you. Before the end of your next turn, provided the spell hasn't ended, the target has disadvantage on its first attack roll, ability check, or saving throw.
The target has disadvantage on whichever type of roll comes first, and the talent ends after the roll.
Portend
- Prerequisite: Precognition psionic talent
When you roll a d20 as part of your Precognition talent, you can spend 2 psi points to increase or decrease the result of your roll by 1. This number increases by 1 per additional psi point spent.
You can wait until after you roll before deciding to use this augment, but must decide before the DM says whether the roll succeeds or fails.
Presage
- Prerequisite: Precognition psionic talent
When you are make an ability check, attack roll, or saving throw, you can spend 1 psi point to use your Precognition talent on that roll as a reaction. When you use the talent in this way, the duration is instantaneous and doesn't require concentration.
If you use this augment when rolling initiative, you cannot be surprised.
Psionic Weapon Augments
The following augments require that you know the Psionic Weapon psionic talent.
Improved Weapon
- Prerequisite: Psionic Weapon psionic talent
When you create your psi blade with your Psionic Weapon talent, you can spend 1 psi point to create a more powerful weapon. Your psi blade gains a +1 bonus to its attack and damage rolls. Additionally, you can choose to have your psi blade manifest as a martial melee weapon, or as two separate melee weapons with the light property.
If your psi blade weapon has the thrown property and use it to make a ranged weapon attack, you can choose to have it instantly reappear in your hand immediately after it hits or misses your target.
Psionic Armament
- Prerequisite: 5th level, Psionic Weapon psionic talent
When you create your psi blade with your Psionic Weapon talent, you can spend 1 psi point to imbue it with martial alacrity. While you wield the psi blade, you can attack twice, instead of once, whenever you take the attack action on your turn.
Psychic Rend
- Prerequisite: Psionic Weapon psionic talent
Once per turn when you hit a creature with your psi blade, you can expend 1 psi point to deal an extra 1d8 psychic damage to the target, plus 1d8 per additional psi point, and the target is incapacitated until the start of its next turn if its Intelligence score is lower than your spell save DC.
Psychic Strike Augments
The following augments require that you know the Psychic Strike psionic talent.
Crush Mind
- Prerequisite: Psychic Strike psionic talent
When you use your Psychic Strike talent, you can spend at least 2 psi points to create an intense pressure on the target's mind. If the target fails the saving throw against the talent, its thoughts are muddled until the end of its next turn. During this time, all its attack rolls, ability checks, and Constitution saving throws to maintain concentration are decreased by 1. This number increases by 1 per additional psi point spent.
Mental Disruption
- Prerequisite: 5th level, Psychic Strike psionic talent
When you use your Psychic Strike talent, you can spend 1 psi point to disrupt the targets thoughts. If the target fails the saving throw against the talent, it has disadvantage on its first saving throw before then end of your next turn.
Mind Static
- Prerequisite: 5th level, Psychic Strike psionic talent
When you use your Psychic Strike talent, you can spend at least 1 psi point to muddle the target's mind. If the target fails the saving throw against the talent, the target is incapacitated until the end of its next turn.
If you spend 2 psi points, the target is stunned instead of incapacitated. If you spend 3 psi points, the target is paralyzed instead of incapacitated.
Psychokinesis Augments
The following augments require that you know the Psychokinesis psionic talent.
Deflect Missiles
- Prerequisite: 5th level, Psychokinesis psionic talent
You can use your reaction to spend at least 1 psi point to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 per psi point spent + your Intelligence modifier + your psion level, to a minimum of 0 damage.
If you reduce the damage to 0, you can catch the missile in your telekinetic grasp. If you catch a missile in this way, you can spend 1 psi point to make a ranged spell attack with the weapon or ammunition you just caught, as part of the same reaction. This attack has a range of 30 feet and deals damage of the weapon or ammunition's type equal to 1d6 per psi point spent to reduce the damage + your Intelligence modifier.
Force Push
- Prerequisite: Psychokinesis psionic talent
As part of the action you take to summon or control the hand from your Psychokinesis talent, you can spend at least 1 psi point to force a creature of size Large or smaller within 5 feet of the hand to make a Strength saving throw. On a failure, you can move that creature in a straight line 10 feet in any direction, and you can choose to deal 1d8 force damage to the creature. On a success, the creature takes half the damage but is not moved. A creature can choose to fail this saving throw.
For each additional psi point you spend, you can increase both the distance you move the creature by 10 feet and the damage dealt by 1d8. If you have spent at least 3 psi points, you can target a creature of size Huge or larger. A huge or larger creature is moved half the distance on a failed saving throw.
Psionic Grasp
- Prerequisite: Psychokinesis psionic talent
As part of the action you take to summon or control the hand from your Psychokinesis talent, you can spend at least 1 psi point to force a creature of size Large or smaller within 5 feet of the hand to make a Strength saving throw. On a failure, the creature takes 1d6 bludgeoning damage is grappled until the start of your next turn.
If you spend 2 or more psi points, the target is restrained instead of grappled. The bludgeoning damage dealt increases by 1d6 for each additional psi point spent beyond the first.
Psychometry Augments
The following augments require that you know the Psychometry psionic talent.
Intuitive Use
- Prerequisite: Psychometry psionic talent
When you use your Psychometry talent, you can spend 2 psi point and target a tool in which you lack proficiency. This can be a set of artisan's tools, gaming set, theives' tools, musical instrument, etc.
You gain proficiency with the tool for the duration. The duration ends early if you use this talent again on a different tool.
Psychometric Warrior
- Prerequisite: Psychometry psionic talent
When you use your Psychometry talent, you can spend 1 psi point and target a weapon or set of armor.
You become proficient in the item for the duration of the talent. The duration ends early if you use this augment again on a different weapon or set of armor.
Retrocognition
- Prerequisite: Psychometry psionic talent
When you use your Psychometry talent, you can target any object and spend at least 1 psi point to learn its recent history. When you finish casting the talent, you learn a few basic facts about the target object. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours.
You can spend additional psi points to learn of any events that have occurred within 20 feet of the object within the past number of hours, equal to the number of psi points spent beyond the first. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.
Psychomorph Augments
The following augments require that you know the Psychomorph psionic talent.
Natural Weapons
- Prerequisite: Psychometry psionic talent
When you use your Psychomorph talent, you can spend 2 psi points to grow claws, fangs, spines, horns, or a different natural weapon of your choice for the duration. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose.
When you use the Attack action with your natural weapon on your turn, you can make one unarmed strike as a bonus action.
Bestial Transformation
- Prerequisite: Psychometry psionic talent
When you use your Psychomorph talent, you can spend psi points to gain different bestial characteristics for the duration. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost.
- You can spend 2 psi points to gain a swim speed equal to your walking speed, and can breathe underwater.
- You can spend 2 psi points to gain advantage on all Wisdom (Perception) checks.
- You can spend 3 psi points to gain a climbing speed equal to your walking speed, and gain advantage on Strength (Athletics) checks.
- You can spend 5 psi points to gain a flying speed equal to your walking speed. To use this speed, you can't be wearing heavy armor.
Strength of Mind
- Prerequisite: Psychometry psionic talent
When you use your Psychomorph talent, you can spend 2 psi points to replace one of your saving throw proficiencies with a proficiency in another saving throw you in which you are not proficient for the duration.
Restoration Augments
The following augments require that you know the Restoration psionic talent.
Mend Wounds
- Prerequisite: Psychometry psionic talent
When you use your Restoration talent, you can spend 1 psi point to cause the target creature to regain hit points instead of gain temporary hit points. The number of hit points healed is equal to the number of temporary hit points normal gained by the talent.
You can spend additional psi points to heal greater wounds. The total number of hit points restored increases by 1d8 per psi point spent beyond the initial one.
Restore Health
- Prerequisite: Psychometry psionic talent
When you use your Restoration talent, you can spend 3 psi points to remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.
Restore Life
- Prerequisite: Psychometry psionic talent
When you use your Restoration talent, you can spend 5 psi point to instead target a creature that has died within the last minute. That creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore any missing body parts.
Telepathy Augments
The following augments require that you know the Telepathy psionic talent.
Beguile
- Prerequisite: Telepathy psionic talent
When you use your Telepathy talent, you can spend at least 1 psi point to force the target to make a Wisdom saving throw. To use this ability, you must maintain concentration. The effect of this ability depends on the number of psi points spent.
- If you spend 1 psi point, the target is charmed by you for the duration.
- If you spend 3 psi points, the target is charmed by you and will obey your telepathic commands for the duration. You cannot command the target to harm itself or its allies, and doing so ends the effect.
- If you spend 5 psi points, the target is charmed by you. The next time you are damaged by a creature, the target must target that creature with attacks and other damaging effects for remainder of the duration. 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 that is immune to this ability if it is immune to being charmed. At the end of the duration, the target is unaware it was charmed by you.
Inception
- Prerequisite: Telepathy psionic talent
When you use your Telepathy talent, you can spend 2 psi points to force the target to make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the duration that you implant in its mind via telepathy. The statement can be up to 10 words long, and must describe something the target has seen or experienced within the last 24 hours. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
You can spend additional psi points to implant the idea deeper into the target's psyche. The statement can describe anything in the past week If you spend 3 psi points, the past month if you spend 5 psi points, or the past year if you spend 7 psi points.
The statement doesn't necessarily affect how a creature behaves, particularly if the statement contradicts the creature's natural inclinations, alignment, or beliefs. Such an illogical statement is likely to be dismissed, even if the creature fails its save. A statement implanted deeper in the psyche is more likely to have a more significant effect on a creature's beliefs. The DM decides to what degree the statement affects a creature's behavior.
Inquisition
- Prerequisite: Telepathy psionic talent
When you use your Telepathy talent, you can spend 2 psi points to force the target to make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can’t use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.
You can spend additional psi point to target a creature that previously saved against this ability. The cost to target a creature that previously saved against this ability increases by 1 psi point each time it successfully makes its saving throw before you complete a long rest. For example, if a creature has succeeded on its saving throw against this ability twice, it costs 4 psi points to target the creature with this ability again.
Telesthesia Augments
The following augments require that you know the Telethesia psionic talent.
Transubstantial Gaze
- Prerequisite: Telethesia psionic talent
When you use your Telethesia talent, you can spend 3 psi points to gain the ability to see through solid objects to a range of 30 feet, which lasts while you maintain concentration on this ability up to the duration of the talent. Within this radius, you perceive objects as ghostly, transparent images.
Tremorsense
- Prerequisite: Telethesia psionic talent
When you use your Telethesia talent, you can spend 2 psi points to gain tremorsense with a radius of 30 feet, which lasts while you maintain concentration on this ability up to the duration of the talent.
Truesight
- Prerequisite: Telethesia psionic talent
When you use your Telethesia talent, you can spend 5 psi points to gain truesight with a radius of 30 feet, which lasts while you maintain concentration on this ability up to the duration of the talent.
Psion Spells
1st Level
- Alarm
- Animal Friendship
- Catapult XGE
- Cause Fear XGE
- Charm Person
- Comprehend LanguagesR
- Detect Evil And Good
- Detect Magic
- Disguise Self
- Dissonant Whispers
- Feather fall
- Gift of Alacrity EGW
- Identify
- Mage Armor
- Magic Missile
- Magnify Gravity EGW
- Mind Rend*
- Protection From Evil And Good
- Sanctuary
- Shield
- Silent Image
- Sleep
- Speak With Animals
- Tenser's Floating Disk
- Tasha’s Hideous Laughter
- Unseen Servant
2nd Level
- Aid
- Beast Sense
- Blindness/Deafness
- Crown Of Madness
- Detect Thoughts
- Earthbind
- Enhance Ability
- Enthrall
- Fortune's Favor EGW
- Find Traps
- Hold Person
- Immovable Object EGW
- Invisibility
- Levitate
- Locate Object
- Magic Weapon
- Mind Spike XGE
- Mind Thrust*
- Mirror Image
- Misty Step
- Nystul's Magic Aura
- Phantasmal Force
- See Invisibility
- Spider Climb
- Suggestion
- Wristpocket EGW
3rd Level
- Blink
- Catnap XGE
- Clairvoyance
- Counterspell
- Dispel Magic
- Fast Friends AI
- Fear
- Fly
- Gaseous Form
- Hypnotic Pattern
- Mind Blast*
- Nondetection
- Psychic Drain*
- Pulse Wave EGW
- Sending
- Slow
- Tongues
4th Level
- Arcane Eye
- Charm Monster XGE
- Dimension Door
- Divination
- Dominate Beast
- Gravity Sinkhole XGE
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Otiluke’s Resilient Sphere
- Phantasmal Killer
5th Level
- Animate Objects
- Awaken
- Bigby’s Hand
- Contact Other Plane
- Dispel Evil And Good
- Dominate Person
- Dream
- Hold Monster
- Legend Lore
- Passwall
- Rary’s Telepathic Bond
- Scrying
- Seeming
- Skill Empowerment XGE
- Synaptic Static XGE
- Telekinesis
- Temporal Shunt EGW
- Teleportation Circle
- Wall Of Force
6th Level
- Arcane Gate
- Blade Barrier
- Contingency
- Disintegrate
- Eyebite
- Find the Path
- Globe Of Invulnerability
- Gracity Fissure EGW
- Magic Jar
- Mass Suggestion
- Mental Prison XGE
- Otto’s Irresistible Dance
- Programmed Illusion
- Scatter XGE
- Tenser's Transformation XGE
- True Seeing
7th Level
- Etherealness
- Forcecage
- Mirage Arcane
- Mordenkainen's Sword
- Plane Shift
- Power Word Pain XGE
- Project Image
- Reverse Gravity
- Sequester
- Symbol
- Teleport
- Tether Essence EGW
8th Level
- Antimagic Field
- Antipathy/Sympathy
- Demiplane
- Dominate Monster
- Feeblemind
- Illusory Dragon XGE
- Maddening Darkness XGE
- Maze
- Mind Blank
- Power Word Stun
- Telepathy
9th Level
- Astral Projection
- Foresight
- Gate
- Imprisonment
- Invulnerability XGE
- Power Word Kill
- Psychic Scream XGE
- Ravenous Void EGW
- Time Ravage EGW
- Time Stop
- Weird
- Wish
Spell Descriptions
The spells are presented in alphabetical order.
Mind Blast
3rd level Evocation (Psion)
- 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 (Psion)
- 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 (Psion)
- 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
- 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.
Changelog
This section contains a record of changes made over time to this document. Previous versions available upon request.
Version 1.0
- This version was built as an expansion of the Great Old One warlock, using invocation style disciplines.
Version 2.0
- This version replaced invocations with the official UA psionic talent die system.
Version 3.0
- Casting spells with psi points now matches costs for spell points DMG variant, and psi points per level has been adjusted to match
- Removed cantrips and UA psionic talent die system, replaced with cantrip-like psionic talents and augment system
- Psionic affinity moved back to 1st level, Psionic augments start at 2nd level, Psionic focus moved to 3rd level.
- Replaced capstone. Psionic Resurgence replaced with UA-Mystic3 Psionic Body
- Added Explorer's Guide to Wildemont spells to psion spell list
- Removed cantrips from expanded spell lists for all Psionic Affinities
- Immortal Durability changed from 10 + DEX + INT to 13 + INT. Shield is still allowed.
Version 3.1.0
- Changed Psionic Focus
- Psychometry changed to no longer effectively give proficiency in all tools, changed augments
- Immortal's Surge of Health half damage changed to resistance
- Ectoplasmic Wonder attunement clarification
- Art added to page 4
- reformatted talents and augments to reduce page count
Awaken Your
Psionic Power
Xyrlian's Psionic Supplement is an experimental living reference for psionic options for those who wish to unleash the power of their minds. In this document, you will find a new class, subclasses, spells and more.
Cover Art: Chase Stone
For unofficial use with fifth edition
Player's Handbook, Monster Manual, and Dungeon Master's Guide
Credits
- Designer: u/Xyrlian-UA
Inspired by the hard work done by devikyn, kibblestasty, badooga, and Izzy
Special thanks to the folks at /r/UnearthedArcana and Discord of Many Things for their valuable game design advice.
Interior Art:
- Jace, Unraveler of Secrets by Tyler Jacobson
- Jace, Ingenious Mind-Mage by Clint Cearley
- Jace, Living Guildpact by Chase Stone
- 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