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## Psionic Subclasses The following subclasses do not require external resources to use. ### Way of Enlightenment By focusing on their minds and bodies, honing both to near perfection, monks of the Way of Enlightenment recognize that psionic energy and ki are two sides of the same coin. Such monks tap into the psionic potential that rests within themselves, turning that energy further inward to fortify their bodies and sharpen their minds. #### Psionic Disciplines *3rd-level and higher Way of Enlightenment feature* ___ You learn psionic disciplines that harness the power of your psychic energy. A discipline requires you to spend ki points each time you use it. You know the Far Hand discipline and two other psionic disciplines of your choice. You learn one additional psionic discipline of your choice at 6th, 11th, and 17th level. Whenever you gain a level in this class, you can also replace one psionic discipline that you already know with a different discipline. ***Casting Psionic Spells.*** Some psionic disciplines allow you to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't require components in order to cast it. Some disciplines below list a level requirement in order to learn them. If a discipline requires a level, you must be the level in this class to learn the discipline. #### Psionic Disciplines Each section below is presented in alphabetical order. ##### Apprentice Disciplines The following disciplines have no level requirement in order to learn them. **Far Hand.** As an action, you can cast the *mage hand* cantrip, and the hand is invisible when you cast the cantrip with this discipline. **Mental Fortress.** When you are subjected to an effect that would move you, knock you prone, or both, you can use your reaction to be neither moved nor knocked prone. **Mental Reserves.** When you use your Patient Defense feature, you gain temporary hit points equal to your Wisdom modifier plus half your monk level until the end of your next turn. **Overpowering Strike.** When you hit a creature with a melee weapon attack, you can spend 1 ki point to disorient the creature with a sliver of psychic energy. The first time the creature makes a saving throw before the end of your next turn, it must roll a d4 and subtract the number rolled from the save. **Psychic Barrier.** You can spend 2 ki points to cast *shield*. ##### Adept Disciplines The following disciplines require you to be 6th level or higher in order to learn them. **Phase Shift.** You can spend 3 ki points to cast *blur*. **Psychic Strike.** When you make an attack using your Flurry of Blows, you can change the damage type to psychic damage. Additionally, once per turn when you hit with a melee weapon attack, you can spend 1 ki point to deal extra psychic damage to the target equal to your Martial Arts die plus your Wisdom modifier. **Tap the Life Well.** When you are reduced to 0 hit points, you can use your reaction and spend 3 ki points to be reduced to 1 hit point instead. **Telekinetic Grip.** You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. Shoving or grappling a creature doesn't require you to touch them, but you can only have up to two creatures grappled at the same time. **Teleport.** When you use your Step of the Wind feature, you can choose to teleport to an unoccupied space you can see within 30 feet of you instead of Dashing or Disengaging. ##### Expert Disciplines The following disciplines require you to be 11th level or higher in order to learn them. **Inevitable Strike.** When you attack a creature with one of the attacks granted by your Flurry of Blows, you can spend 1 ki point to cause the attack to automatically hit the target. **Meditative Solace.** You can use your Stillness of Mind feature as a bonus action. You can also use it whenever you use your Patient Defense feature. **Step Between the Worlds.** You can spend 4 ki points to cast *blink*. **Telekinetic Deflection.** When you use your Deflect Missiles feature, you needn't have a hand free in order to catch and throw the missile. Additionally, it no longer costs ki to attack with the missile as part of the reaction. **Temporal Strike.** When you stun a creature with your Stunning Strike, you can spend 2 ki points to move the creature forward in time for 1 round. A target moved forward in time vanishes until the end of your next turn. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied, and the target remains stunned until the end of your next turn after the target reappears. ##### Master Disciplines The following disciplines require you to be 17th level or higher in order to learn them. **Change Gravity.** You can spend 6 ki points to cast *reverse gravity*. The spell only lasts until the end of your next turn, but the spell doesn't require concentration to maintain it. Additionally, you can orient the area in any direction and creatures and objects fall toward the end of the area. **Mental Equilibrium.** When you use your Patient Defense feature, you also gain advantage on Intelligence, Wisdom, and Charisma saving throws until the end of your next turn. **Paralyzing Strike.** When you stun a creature with your Stunning Strike, you can spend 3 ki points to paralyze the creature for the duration instead. **Telekinesis.** You can spend 5 ki points to cast *telekinesis*. **Third Eye.** You can spend 5 ki points to cast *true seeing*. \pagebreakNum ### Way of the Soul Knife Monks of the Way of the Soul Knife are deadly assassins and bounty hunters. They use their psionic talents to manifest psionic blades that tear through their enemies' bodies and psychic auras. Their talents extend beyond combat, as their ability to perceive auras allows them to track down foes and see through their deceptions. #### Soul Knife *3rd-level Way of the Soul Knife feature* ___ You can use your psionic energy to manifest blades that disrupt your foes' minds. Your unarmed strikes deal your choice of psychic, piercing, slashing, or bludgeoning damage each time you hit. In addition, you can use a bonus action to increase the reach of your unarmed strikes by 30 feet until the end of your turn. #### Psychic Slash *3rd-level Way of the Soul Knife feature* ___ When you channel ki into your attacks you augment your soul knives to inflict devastating psionic attacks. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: ***Astral Slide.*** The target must make a Charisma saving throw. On a failed save, you teleport the target up to 10 feet to a destination you can see. ***Life Drain.*** You gain temporary hit points equal to half the damage dealt by your attack. ***Recall Agony.*** The target must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. #### Aura Sight *6th-level Way of the Soul Knife feature* ___ You gain the ability to perceive the auras of other creatures. As an action, select a creature that you can see. That creature makes a Wisdom saving throw, though it has no knowledge that you forced it to attempt this saving throw. On a failed save, you learn the creature's Intelligence score, its Wisdom score, and its current attitude and intentions toward you or one other creature, object, or location of your choice. In addition, for the next 24 hours or until you use this ability again, you can use an action to determine the creature's distance and direction from you. If a creature succeeds on its saving throw against this ability, you cannot use this ability against that creature again until you complete a long rest. #### Spectral Blades *11th-level Way of the Soul Knife feature* ___ You can cause your blades to phase through physical objects and defenses. Once during your turn, you can choose to forego one unarmed strike in place of forcing a creature within the reach of that attack to make a Dexterity saving throw. On a failed saving throw, it takes your unarmed strike's damage, or half that damage if it succeeds. \columnbreak #### Bladewind *17th-level Way of the Soul Knife feature* ___ You can use your action and expend 1 to 10 ki points to strike multiple foes at once with a devastating flourish of soul knives. Each creature of your choice within 10 feet of you must make a Dexterity saving throw, taking 1d10 psychic damage per ki point spent on a failed save, or half as much damage on a successful one. ### Psychic Warrior Awake to the psionic power within, a psychic warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Athas, renowned gladiators in the arenas of the Sorcerer-Kings are often psychic warriors, and in Eberron, the psionic kalashtar view membership in this knighthood as a special honor. As a psychic warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield. #### Far Hand *3rd-level Psychic Warrior feature* ___ You can use your action to cast the *mage hand* cantrip, requiring no components. The hand is invisible when you cast the cantrip with this ability. #### Telekinetic Adept *3rd-level Psychic Warrior feature* ___ Your study of psionics grants you telekinetic powers. You can use this feature to activate any of the following abilities: ___ - **Forceful Strike.** Immediately after you deal damage to a target with a weapon attack, you can deal additional force damage equal to your Intelligence modifier (minimum of 1) to the target. If the target is Large or smaller, it must also make a Strength saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, you can also push the target a number of feet backwards equal to five times your Intelligence modifier (minimum of 5 feet). - **Protective Field.** As a bonus action, you can create a protective field of telekinetic force. The field emanates from you in an aura out to a number of feet equal to five times your Intelligence modifier (minimum of 5 feet), and it disappears at the end of your next turn. While the field persists, you and any ally in the area is protected by half cover. - **Telekinetic Lift.** As a bonus action, you can use telekinesis to lift yourself or a willing creature within 30 feet of you into the air. The target gains a flying speed equal to its current walking speed until the start of your next turn. When the effect ends, the target falls if it is still aloft, unless it can stop the fall nothing else is holding it aloft. \pagebreakNum You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. You also regain one expended use whenever you use your Second Wind or Action Surge feature. #### Psychic Cleaver *7th-level Psychic Warrior feature* ___ You gain the ability to channel additional psionic power when you use your Action Surge feature. Until the end of your turn, if you deal damage to a creature, that creature takes an additional 1d10 psychic damage. A creature can take this additional damage only once during your turn. #### Mental Fortitude *7th-level Psychic Warrior feature* ___ Your use of psionic power grants you proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). #### Psionic Resilience *10th-level Psychic Warrior feature* ___ Your psionic energy grants you extraordinary fortitude. At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point. #### Psychic Storm *15th-level Psychic Warrior feature* ___ Your aggression translates into an aura of disruptive psychic energy. When you take the Attack action on your turn, all hostile creatures within 10 feet of you take psychic damage equal to your Intelligence modifier (minimum of 1). #### Telekinetic Mastery *18th-level Psychic Warrior feature* ___ Your ability to use telekinesis is matched by few. The abilities granted by your Telekinetic Adept feature gain the following upgrades: ___ - **Forceful Strike.** This ability now forces Huge or smaller creatures to make the Strength saving throw. On a failed save, a target is also knocked prone. - **Protective Field.** The field's radius is doubled. - **Telekinetic Lift.** When you use this ability, you can target two additional creatures within range. \columnbreak ### Lurk A lurk rogue uses psionics to complement their physical abilities. They channel psychic energy in ways that allow them to erase themselves from the minds of others and to disable their opponents via deadly psychic attacks. #### Cloud Mind *3rd-level Lurk feature* ___ You can use your action to erase your visage from the minds of others. Until the start of your next turn, you are invisible to all creatures that are more than 15 feet away from you. If you use your action again in this manner at the beginning of your next turn, the invisibility continues without interruption. This invisibility ends early if you target, damage, or otherwise affect any creature with an attack, a spell, or another ability. #### Mental Misdirection *3rd-level Lurk feature* ___ You can cast the *minor illusion* cantrip, requiring no components. #### Psi-Bolstered Knack *9th-level Lurk feature* ___ When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can reroll the check and take the second result, potentially turning failure into success. When rerolling a check with this feature allows you to succeed, you expend one use of it. You have a number of uses equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. #### Psychic Shroud *9th-level Lurk feature* ___ A veil of psychic energy prevents you from leaving tracks. While you are invisible via the Cloud Mind feature, you leave behind no tracks or other traces of your passage. #### Mental Assault *13th-level Lurk feature* ___ When you use your Sneak Attack, you can change the type of the extra damage to psychic. When you do so, the target must succeed on an Constitution saving throw (DC 8 + your Intelligence modifer + your proficiency bonus) or be incapacitated until the start of your next turn. While incapacitated, the creature cannot see anything more than 30 feet away from it. The save automatically succeeds if the target is immune to being stunned. Once you use this feature, you can't use it again until you finish a short or long rest. \pagebreakNum #### Erase Memory *17th-level Lurk feature* ___ You can use your psionic abilities to erase your presence from the memories of others. As a bonus action, choose one creature within 60 feet of you. The creature must succeed on a Wisdom saving throw (DC 8 + your Intelligence modifer + your proficiency bonus) or have your presence removed from any of its memories from within the past hour. For example, if the creature encountered you and your party half an hour ago, it will only recall encountering the rest of your party, and will have no recollection of your presence. If your presence is essential to a memory (e.g. it is a memory of you attacking the creature), the memory is erased entirely. Once you use this feature, you can't use it again until you finish a short or long rest. ## Psionic Races New race options for characters with a psionic bend are presented here. ### Gith Traits Your character shares the following traits with other gith. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Age.*** Gith reach adulthood in their late teens and live for about a century. ***Size.*** Gith are taller and leaner than humans, with most a slender 6 feet in height. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common and Gith. ***Subrace.*** There are two kinds of gith, githyanki and githzerai. Choose one of these subraces. \columnbreak #### Githyanki The brutal githyanki are trained from birth as warriors. ***Ability Score Increase.*** Your Strength score increases by 2. ***Alignment.*** Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos. ***Decadent Mastery.*** You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge. ***Martial Prodigy.*** You are proficient with light and medium armor and with shortswords, longswords, and greatswords. ***Psychic Defenses.*** You have advantage on Intelligence saving throws. Githyanki are trained to defend against psychic attacks from both mind flayers and githzerai. ***Githyanki Psionics.*** You know one psionic talent of your choice. Intelligence is your psionic ability for it. #### Githzerai In their fortresses within Limbo, the githzerai hone their minds to a razor's edge. ***Ability Score Increase.*** Your Wisdom score increases by 2. ***Alignment.*** Githzerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline. ***Mental Discipline.*** You have advantage on Wisdom saving throws. Under the tutelage of monastic masters, githzerai learn to govern their own minds. ***Githzerai Psionics.*** You know one psionic talent of your choice. Wisdom is your psionic ability for it. > ##### Additional Psionic Content > Want more psionics content? If so, take a look at the following links: >- [Psion Class](https://www.gmbinder.com/share/-LuzA9-_dhdbsMPi56Jp): a full class and psionic power system inspired by 4th edition. >- [Edited Official Psionicists](https://www.gmbinder.com/share/-Ly1P3U89PizfcWuvXAw): edited stat blocks for psionic monsters using the above class system. > > Note that the race and feat options presented from this section onwards use the rules presented in the psion class above. \pagebreakNum ### Shardmind Shardminds are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattice of the Astral Sea. Beyond that gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the mind flayer empire. Though Ioun's power holds the portal closed, shardminds seek to rebuild the gate and forever cut off the Far Realm's ability to influence the world. ***Ability Score Increase.*** Your Intelligence score increases by 2, and your Wisdom or Charisma score increases by 1. ***Age.*** Due to their unique origins and the constructed nature of their bodies, shardminds do not suffer from the effects of aging. Thus, shardminds have no typical age; feel free to choose an age that best reflects your character. You are immune to magical aging effects. ***Alignment.*** Shardminds tend away from true neutrality. While often logical and emotionally distant, shardminds experience emotions more intensely than many other races do, and their unique relationship with the Far Realm often thrusts them into the philosophical argument on how to rebuild the Living Gate. ***Size.*** Shardminds are about the same size and build as humans. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet. ***Languages.*** You can speak, read, and write Common. ***Crystal Physiology.*** Your nature as a construct-like humanoid grants you remarkable fortitude, represented by the following benefits: - You have advantage on saving throws against being poisoned, and you have resistance to poison damage. - You don't need to eat, drink, or breathe. - You are immune to disease. ***Mental Rejuvenation.*** When you sleep, you retreat into your mind and become inert and unconscious. When you take a long rest, you only need to sleep for six hours. ***Hardened Armor.*** The crystalline nature of your body grants you a measure of protection against physical harm. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. ***Crystalline Mind.*** You have resistance to psychic damage. ***Telepathy.*** You can speak telepathically to any creature within 10 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time. \pagebreakNum ## Racial Feats Racial feats for psionic races are presented here. ### Path of Light *Prerequisite: Kalashtar* ___ You have dedicated yourself to the Path of Light, a religion that focuses on altruism, spiritual growth, enlightenment and positivity, with the ultimate goal of allowing the Quori to be born as positive dream spirits. You learn one psionic talent that neither deals damage nor is used to target hostile creatures. Your psionic ability for this talent is Wisdom. Additionally, when you give a creature the ability to speak telepathically with you, you can also grant the target the following benefits for the duration: - The target has advantage on all Wisdom saving throws. - When the target regains hit points, it regains additional hit points equal to your Wisdom modifier. - The target can activate the psionic talent granted to you by this feat. It uses your psionic ability, rather than the target's. ### Psi Knight *Prerequisite: Gith (githyanki), the ability to spend psi points* ___ You learn a githyanki technique used to harness your psionic power alongside martial training. You gain the following benefits: - Once per turn when you roll damage for a psionic power, you can reroll the power's damage dice and use either total. - Once per turn when you have advantage on a weapon attack roll and you are concentrating on a psionic power, you can reroll one of the dice once. ### Shard Swarm *Prerequisite: Shardmind* ___ You learn how to loosen your mental grip on your physical form, allowing you to transform into a swarm of shards. As an action, you can transform into a swarm of shards, or back into your normal form. While in your swarm form, you gain the following benefits: - You have resistance to bludgeoning, piercing, and slashing damage. - You are immune to being grappled, knocked prone, or restrained. - You can move through a space as narrow as 6 inches wide without squeezing. - Your equipment hovers in your space, and you retain its benefits as normal. - You can don or doff any set of armor as an action. \columnbreak However, your swarm form has the following drawbacks: - Your speed is reduced to 10 feet. - You can't use your action to Attack, to Use an Object, to activate a magic item, or to cast spells. - If you are incapacitated, you immediately revert into your normal form. When this form has been used for a total of 10 minutes, you can't use it again until you finish a long rest. ### Tower of Iron Will *Prerequisite: Gith (githzerai)* ___ You have learned a githzerai technique used to defend the mind against external forces. You gain the following benefits: - You gain resistance to psychic damage. - If you fail a Intelligence, Wisdom, or Charisma saving throw, you can choose to add your Wisdom modifier to the roll, potentially causing it to succeed. Once you use this ability, you can't use it again until you finish a long rest. \pagebreakNum ## Psionic Feats New feats are presented here for groups that use the feat option in the *Player's Handbook*. ### Metabolic Control You have refined psionic control over your body's functions. You gain the following benefits: - Increase your Constitution score by 1, to a maximum of 20. - You have advantage on saving throws against poison and exhaustion. - You only require half the normal amount of food to nourish yourself each day. - When you complete a short rest, you can choose to cure one disease that is currently affecting you. You can't cure a disease in this manner again until you finish a long rest. ### Telekinetic You learn to move things with your mind. You gain the following benefits: - Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. - You learn the *far hand* talent. If you already know this talent, its range increases by 30 feet when you activate it. Its psionic ability is the ability increased by this feat. - When you activate the *far hand* talent, you can create a total number of psionic hands equal to your proficiency bonus. You can manipulate each hand separately as a part of the same action. ### Telepathic You awaken the ability to mentally connect with others. You gain the following benefits: - Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. - You can speak telepathically to any creature you can see within 30 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically. If you already have a feature that allows you to speak telepathically, its range increases by 30 feet. - You learn the *mind meld* and *telepathic imprint* psionic talents. Your psionic ability for these talents is the ability increased by this feat. ### Wild Talent Your mind wakes to a previously unrealized talent for psionics. You learn one psionic talent, as well as one lesser discipline of your choice. You also gain an amount of special psi points equal to half your level (rounded up), which you can only use to augment the chosen discipline. You regain all expended psi points when you finish a long rest. You can choose for your psionic ability for these powers to be Intelligence, Wisdom, or Charisma.