Psion (V2)
The Psion
| Level | Proficiency Bonus | Features | Psionic Talent Die | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Minor Psionics, Psionic Talent | 1d4 | - | - | - | - | - | - | - |
| 2nd | +2 | Spellcasting | 1d4 | 2 | 2 | 2 | - | - | - | - |
| 3rd | +2 | Psionic Discipline | 1d4 | 2 | 3 | 3 | - | - | - | - |
| 4th | +2 | Ability Score Improvement | 1d6 | 2 | 4 | 3 | - | - | - | - |
| 5th | +3 | Psychic Investigation | 1d6 | 2 | 4 | 4 | 2 | - | - | - |
| 6th | +3 | Psionic Discipline Feature | 1d6 | 3 | 5 | 4 | 2 | - | - | - |
| 7th | +3 | Improved Psionics | 1d6 | 3 | 5 | 4 | 3 | - | - | - |
| 8th | +3 | Ability Score Improvement, Metabolic Control | 1d8 | 3 | 6 | 4 | 3 | - | - | - |
| 9th | +4 | Psionic Discipline Feature | 1d8 | 3 | 6 | 4 | 3 | 2 | - | - |
| 10th | +4 | Precognition | 1d8 | 3 | 7 | 4 | 3 | 2 | - | - |
| 11th | +4 | Intellect Fortress | 1d8 | 3 | 7 | 4 | 3 | 3 | - | - |
| 12th | +4 | Ability Score Improvement | 1d10 | 3 | 8 | 4 | 3 | 3 | - | - |
| 13th | +5 | Mind Games | 1d10 | 3 | 8 | 4 | 3 | 3 | 1 | - |
| 14th | +5 | Psionic Discipline Feature | 1d10 | 3 | 9 | 4 | 3 | 3 | 1 | - |
| 15th | +5 | Major Psionics | 1d10 | 4 | 9 | 4 | 3 | 3 | 2 | - |
| 16th | +5 | Ability Score Improvement | 1d12 | 4 | 10 | 4 | 3 | 3 | 2 | - |
| 17th | +6 | Precognition Improvement | 1d12 | 4 | 10 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Psionic Discipline Feature | 1d12 | 4 | 11 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 1d12 | 4 | 11 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Mind War | 1d12 | 4 | 12 | 4 | 3 | 3 | 3 | 2 |
Creating a Psion
When creating your Psion, think about the type of upbringing they might have had. It's not every day a psychic child is born! They may have been shunned by their village, or lauded as a sorcerer only to find out that their fate was different. Perhaps they had to grow up a fortune teller, and had strange visions in the night. Maybe upon discovering their telekinetic powers they turned to a life of crime? Whatever the case, your character knows that the gift they have been given could just as easily be a curse under slightly different circumstances.
Quick Build
You can make a Psion quickly by following these suggestions. First, put your highest ability score in Intelligence. Your next highest score should be Strength or Dexterity if you intend to become a Mindblade, Constitution if you intend to become a Mystic, or Charisma if you intend to become a Dread Mind. Second, choose the Sage background.
Class Features
As a psion, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per psion level
- Hit Points at 1st 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
- Weapons: Simple weapons
- Tools: None
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Medicine, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scale mail or (b) leather armor
- (a) Any simple weapon or (b) two daggers
- An explorer’s pack
Psionic Talent
At 1st level, you have begun the long journey on the path to becoming a powerful Psion. You have a Psionic Talent Die, which you use to fuel special abilities granted to you by your inner wellspring of power. Your Psionic Talent Die is a d4, and increases in size as you gain levels in this class, as shown on the Psionic Talent Die column of the Psion Class Table. You use the Psionic Talent Die when you use any of your Psionic Talents. You can expend one use of your Psionic Talent feature twice, and regain your expended uses at the end of a short or long rest. You gain additional uses of this feature when you reach certain levels in this class: three uses at 4th level, four uses at 8th level, five uses at 12th level and six uses at 16th level. If you have no uses of your Psionics class feature left, you may not use any of your Psionic Talents. When you gain this class feature, you also learn the following Psionic Talent.
Guiding Mind . You can expend one use of your Psionic Talent feature to add your Psionic Talent Die to one skill check or saving throw you make. You must do so after the d20 has been rolled, but before the result of the roll is known.
Minor Psionics
Also at 1st level, your latent psionic potential manifests at two minor powers that come naturally to you. You can telepathically communicate with creatures near you, and manipulate the world with your telekinesis.
Telepathy . Your mind has become strong enough to reach out and communicate with others. If necessary you can even reach into a creature’s thoughts and pluck out information. You can speak telepathically to any creature you can see within 60 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.
Telekinesis . You have found that you can exert your will on the world with simply the power of thought. You learn the mage hand cantrip. It counts as a psion spell for you and can cast it without the need for any components. When you cast mage hand, it is invisible. If you allready know mage hand, or learn it again, than the range of the spell is 60 feet rather then 30 feet when you cast it.
In addition, you gain the following Psionic Talent options:
Mind Probe . You can expend one use of your Psionic Talent feature to cast the detect thoughts spell, requiring no spell slots or components. Your spellcasting ability for the spell is Intelligence.
Repel . As a bonus action you can expend one use of your Psionic Talent feature to make a special attack against a creature or object within 15 feet of you. You use your Intelligence modifier for the attack roll. On a hit, you deal
force damage equal to your Psionic Talent Die + your Intelligence modifier. If the creature or object is medium or smaller, an the object is not being held or worn, then they are pushed 5 feet in a direction of your choice.
Spellcasting
At 2nd level, more of your previously untapped Psionic potential has been awakened, and has manifested as a series of magical effects that you are just beginning to understand.
Cantrips
At 2nd level, you know two cantrips of your choice from the psion spell list. You learn additional psion cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Psion table.
Spell Slots
The Psion table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these psion spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Dissonant Whispers and have a 1st-level and a 2nd-level spell slot available, you can cast Dissonant Whispers using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the psion spell list.
The Spells Known column of the Psion table shows when you learn more psion spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you finish a long rest, you can choose one of the psion spells you know and replace it with another spell from the psion spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your psion spells, since the power of your magic relies on your strength of mind and intellect. 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 Focus
Your power comes entirely from your mind, and as such you are not bound to the same rules as other spellcasting classes. You never need to provide a verbal component to any psion spell that you cast. In addition, you count as a spellcasting focus for the purposes of providing material components for spells.
Psionic Discipline
At 3rd level, you choose a way in which to focus your Psionic might; Dread Mind, Mindblade, or Mystic, all of which are detailed at the end of the class description. Your choice of archetype grants you abilities at 3rd, 6th, 9th, 14th and 18th levels.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Psychic Investigation
Starting at 5th level, you can focus your mind to read the Psychic imprint left on it by another creature. If you choose to do so, you spend ten minutes concentrating on the object. Once this time has been spent, you can see into the past a number of hours equal to 5 x your Intelligence modifier.
Your perception of this time is in the form of a mental image from the object’s point of view, though the details are faded and blurry. You gain a general understanding of the events surrounding that object. You can clearly see the last creature besides yourself to use the object in that timeframe.
You can use this ability a number of times equal to your Intelligence modifier (minimum of 1), and regain all expended uses at the end of a long rest.
Whilst using your Psionic Investigation, you can expend a use of your Psionic Talent feature to also clearly learn of any events that happened within 30 feet of the object within the same span of time, as well as learning one of the following about the last creature other besides yourself to use the object.
. Their alignment
. If their CR is higher, lower or equal to your character level.
. If they were under any magical effects or suffering from any conditions when they used the object, though you gain no special insight into what exactly was affecting them.
If you choose to peer into the past in this way, then you must roll your psionic talent die. You then make a Constitution saving throw with a DC of 10 + the number rolled on your Psionic Talent Die. On a failure, you gain one level of exhaustion.
Improved Psionics
Beginning at 7th level, the amount of training you have put into your mental endurance has paid off. Your Minor Psionics grow in power. When you use your Repel Psionic Talent, you can effect objects or creatures of large size or smaller, and the distance you push them increases by 5 feet. In addition, you gain the following Psionic Talent:
Psychic Link . You can expend one use of your Psionic Talent feature to use your psychic abilities to establish a strong telepathic communication between yourself and others.
As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to your Intelligence modifier. For a number of hours equal to the number you rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other.
A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time with a successful Wisdom saving throw. On a failure they cannot attempt to end the connection again for 1 hour. You and the creature don’t need to speak a common language to understand each other.
Metabolic Control
Beginning at 8th level, you learn to exert control over your needs though the power of your mind. You can meditate for 1 minute, at the end of which you gain the benefits of finishing a short rest. You can’t meditate in this way again until you finish a long rest.
In addition, you no longer need to eat or drink to survive.
Precognition
Starting at 10th level, your psionic powers have begun to reach out through time to pull into your mind visions of events yet to come. You gain a bonus to initiative rolls equal to your Intelligence modifier. In addition, you gain the following Psionic Talent option:
Precognitive Hunch . You can expend a use of your Psionic Talent feature to ready an action as a bonus action. You can't take the attack action or cast a spell of 1st level or higher on the same turn you use this talent.
At 17th level, your visions become more vivid. If you expend a use of your Psionic Talent feature and roll the maximum or minimum number on your Psionic Talent Die then you instead don't expend that use of your Psionic Talent feature.
Intellect Fortress
At 11th level, you gain resistance to psychic damage. In addition, as an action, you redouble your efforts to remain in control of your mind. You gain advantage in your choice of either Wisdom, Intelligence or Charisma saving throws for 1 hour. You can only have one use of this feature active at a time.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain all expended uses at the end of a long rest.
Mind Games
Starting at 13th level, your control over your Psionic powers continues to grow, giving you more reliable results. When you roll your Psionic Talent Die for any reason, you may roll it twice and decide which of the rolls to take.
Major Psionics
At 15th level, Your psionic abilities are a wonder to behold. The range of your Telepathy increases to 120 feet, and you no longer need to share a language with a creature to understand it or be understood by it. The range of your mage hand also increases to 90 feet. In addition, you gain the following Psionic Discipline:
Telekinesis . As an action, you can expend one use of your Psionic Talent feature try to telekinetically shove one object or creature you can see within 30 feet of you. If the target is a creature, it must succeed on a Strength saving throw or be affected. A creature can willingly fail this save.
If it is an object, it can weigh no more than 600 pounds. If an object you are targeting is being worn or carried, you must make an ability check using your Intelligence modifier contested by that creature's Strength check. If the strength check fails, then the object is affected.
An affected object or creature can be moved horizontally, vertically, or both, a number of feet equal to 10 times your Intelligence modifier
Mind War
Starting at 20th level, your psionic power fluctuates, ebbing and growing over the course of the day. When you roll your Psionic Talent Dice, you can choose to use both of them instead of picking one. Once you have used this feature, you cant use it again until you have not used any Psionic Talents on one of your turns.
Psionic Disciplines
When a Psion awakens to their dormant abilities, they have a difficult decision to make: How to use their newfound power. This usually manifests in one of three ways; the Dreadmind, the Mindblade, or the Mystic.
Dreadmind
The Dreadmind is a master of manipulation, able to hide in plain sight by benefiting from their simultaneously magnetic and repulsive aura. They whisper doubt and horror into the minds of their enemies. The most insidious of the Psion disciplines, the Dreadmind revels in the confusion and suffering of others and gains strength from their enemies' weakness.
Dread Mind Spells
When you pick this Discipline at 3rd level, you begin to learn additional spells to add to your arsenal. When you reach certain levels in this class, you automatically learn new spells. These spells count as Psion spells for you, but do not count towards the number of Psion spells you currently know.
Dread Mind Expanded Spells
| Psion Level | Spell |
|---|---|
| 3rd | charm person |
| 5th | suggestion |
| 9th | fear |
| 14th | charm monster |
| 17th | dominate person |
Psionic Tongue
At 3rd level, you’ve learned to harness your mental powers to enhance your social prowess. At the end of each long rest, pick a language. Until the end of your next long rest, you can speak, read and write that language.
Psychic Panashe
Also at 3rd level, you learn how to apply your deeper well of Psionic power to enhance your manipulative capabilities. As a bonus action, you can choose to gain advantage on one Wisdom (Insight) check you make against a creature that is not hostile towards you. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain all expended uses at the end of a long rest. In addition, you gain the following Psionic Talent:
Overwhelming Presence . When you cast a spell which charms or frightens a single creature, you can expend a use of your Psionic Talent feature to roll your Psionic Talent Die and detract the result from that creature’s saving throw to avoid the effects of that spell.
Psionic Command
Beginning at 6th Level, whenever you successfully cast a spell on a creature which causes it to become charmed or frightened of you, you can also expend one use of your Psionic Talent feature to immediately cast the command spell, without expending a spell slot. When you cast it in this way, you may only give a creature the drop, flee or halt commands.
Rejuvenating Speech
At 9th level, when you successfully apply a condition to a creature, you can choose to regain one use of your Psionic Talent feature. Once you have used this feature, you may not do so again until you have finished a long rest.
Telepathic Disturbances
Starting at 14th level, if you have a psychic link with a creature with the psychic link Psionic Talent, you can manipulate that creature in one of two ways.
If the creature you have a link with is friendly to you, as an action you can give that creature advantage on the next Charisma (Persuasion) or Charisma (Intimidation) check it makes. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), and regain all of your uses at the end of a long rest.
If the creature is hostile to you, then you can harry it’s thoughts with terror or delight. As long as you have a Psychic link to the creature, if the creature is afflicted by a condition caused by you, it has disadvantage on any saving throws to end the effect.
Nightmare’s Might
At 18th level, you are the horror that your enemies fear, and the hope that your allies cling to. You can cause the charmed or frightened conditions in creatures, even if they are usually immune to the effects of those conditions.
Mindblade
Mindblades are those who have honed their powers in the pursuit of keeping the freedom and safety of others secure from outside threats. Mindblades train under renowned warriors, learning the basics of combat and sharpening their natural abilities to stop harm from befalling those around them. To a Mindblade, their natural gifts are a force for protection, even when being used to harm others.
Mindblade Spells
When you pick this Discipline at 3rd level, you begin to learn additional spells to add to your arsenal. When you reach certain levels in this class, you automatically learn new spells. These spells count as Psion spells for you, but do not count towards the number of Psion spells you currently know.
Mindblade Expanded Spells
| Psion Level | Spell |
|---|---|
| 3rd | shield |
| 5th | branding smite |
| 9th | haste |
| 14th | evard's black tentacles |
| 17th | hold monster |
Psionic Warrior
At 3rd level, you’ve learned to harness your mental powers to enhance your physical prowess. You gain proficiency with martial weapons. In addition, you can use your Intelligence, in place of your Strength or Dexterity scores, for weapon attacks.
Psychic Blade
Also at 3rd level, you learn how to apply your deeper well of Psionic power to enhance your offensive capabilities. Once per turn, when you deal damage to a creature with a weapon attack, you can roll your Psionic Talent Die and add the result to the damage dealt. This additional damage is Psychic damage. You also gain the following Psionic Talent:
Guided Strike . When you take the attack action on your turn, you can expend a use of your Psionic Talent feature to roll your Psionic Talent Die and add the result to the next attack roll you make.
Extra Attack
Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.
Rejuvenating Strike
At 9th level, when you reduce a hostile creature to 0 hit points or score a critical hit, you can choose regain one use of your Psionic Talent feature. Once you have used this feature, you may not do so again until you have finished a long rest.
Telepathic Combat
Starting at 14th level, if you have a psychic link with a creature with the psychic link Psionic Talent, you can manipulate that creature in one of two ways.
If the creature you have a link with is friendly to you, you can use your reaction to give that creature the benefit of any of your Psionic Talents, if any of your psionic talents are applicable to the situation you are reacting to. Using your Psionic Talent in this way expends a use of your Psionic Talent feature as usual.
If the creature is hostile to you, then you begin to read it’s every move. As long as you have a Psychic link to the creature, you can expend one use of your Psionic Talent feature to gain advantage on attack rolls against it for 1 minute.
Warrior’s Might
At 18th level, you no longer need to exert any effort to destroy your enemies with your overwhelming mental power. For each weapon attack you make that hits a creature, you deal additional Psychic damage equal to your Psionic Talent Die. This additional damage is in addition to any damage caused by your Psychic Blade feature.
Mystic
Once every few generations, the psionic energy that flows from one generation to another coalesces into one individual. This individual has immense psionic potential that, if nurtured correctly, can be focused into a destructive force that requires less than a gesture to unleash. Mystics are usually brought into the service of magical colleges at a young age and shaped into enforcers and diplomats for the mages that inhabit them. If a Mystic is left to it’s own devices, they may develop aggression and complexes that lead to them becoming people in positions of high political power or even warlords.
Mystic Spells
When you pick this Discipline at 3rd level, you begin to learn additional spells to add to your arsenal. When you reach certain levels in this class, you automatically learn new spells. These spells count as Psion spells for you, but do not count towards the number of Psion spells you currently know.
Mystic Expanded Spells
| Psion Level | Spell |
|---|---|
| 3rd | magic missile |
| 5th | shatter |
| 9th | fly |
| 14th | otiluke's resilient sphere |
| 17th | bigby's hand |
Psionic Reserves
At 3rd level, you’ve learned to harness your mental powers to enhance your magical prowess. You have one additional use of your Psionic class feature per short rest.
Psychic Spells
Also at 3rd level, you learn how to apply your deeper well of Psionic power to enhance your spellcasting capabilities. Instead of using a spell slot to cast a spell, you can expend uses of your Psionic Talent feature to cast them. You expend uses of your Psionic Talent feature per level of the spell in order to cast it, as shown on the Psionic Casting Table below. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), after which you must finish a long rest before you can use it again.
Psionic Casting
| Psionic Talent Uses | Spell level |
|---|---|
| 2 | 1st level |
| 3 | 2nd level |
| 4 | 3rd level |
| 5 | 4th level |
| 6 | 5th level |
In addition, you gain the following Psionic Talent:
Psychic Blast . When you cast a psion spell of 1st level or higher that deals damage, you can expend one use of your Psionic Talent feature to roll your Psionic Talent Die and add the result to the damage of your spell attack. All of the damage caused by an attack augmented in this way is Psychic Damage. A spell can only benefit from this Psionic Talent once per turn.
Spell Ward
Beginning at 5th Level, when you are damaged by a magical effect, you can use your reaction to gain resistance to the type of damage caused by that effect until the end of your next turn. If a a mgical effect causes multiple types of damage, you can choose which one to gain resistance to. Once you have used this feature, you must finish a short or long rest before you can do so again.
Energizing Spell
At 9th level, when you successfully cast a Psion spell of 2nd level or higher using a spell slot, you can choose regain one use of your Psionic Talent feature. Once you have used this feature, you must finish a long rest before you can do so again.
Telepathic Eye
Starting at 14th level, if you have a psychic link with a creature with the psychic link Psionic Talent, you can manipulate that creature in one of two ways.
If the creature you have a link with is friendly to you: as a bonus action, you can see through your ally’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the ally has. During this time, you are deaf and blind with regard to your own Senses. You can use this ability with any or all of the creatures you are linked to, and use a single bonus action to simultaneously percieve through all of their senses.
If the creature is willing, you can cast your spells through them. To do so, you must expend one use of your Psionic Talent feature. You then cast the spell as normal, treating the willing creature as the spellcaster. You choose the spell they cast, and casting a spell in this way uses up your spell slots and uses your spellcasting modifier. If the spell requires material components that are consumed by the spell, you provide them for this casting. Casting a spell in this way uses the creature's reaction for this round.
Mystic’s Might
At 18th level, you learn how to channel your psionic energies into more powerful spells, marking you as a master of psionic spellcasting. You learn four spells of your choice from the Wizard spell list; two spells of 6th level, and one spell each from 7th and 8th levels. These spells count as Psion spells for you. You can cast each of these spells once, and regain your ability to do so again at the end of a long rest.
Cantrips (0 Level)
- Booming Blade
- Encode Thoughts
- Friends
- Guidance
- True Strike
- Vicious Mockery
1st Level
- Animal Friendship
- Catapult
- Command
- Comprehend Languages
- Dissonant Whispers
- Hellish Rebuke
- Jump
- Longstrider
- Sleep
- Speak With Animals
- Tasha’s Hideous Laughter
- Zephyr Strike
2nd Level
- Augury
- Blindness/Deafness
- Calm Emotions
- Cloud of Daggers
- Crown of Madness
- Enthrall
- Gust of Wind
- Hold Person
- Levitate
- Silence
- Shatter
- Warding Bond
- Zone of Truth
3rd Level
- Catnap
- Clairvoyance
- Counterspell
- Hypnotic Pattern
- Nondetection
- Sending
- Slow
- Vampiric Touch
- Water Walk
4th Level
- Arcane Eye
- Blight
- Compulsion
- Confusion
- Dominate Beast
- Hallucinatory Terrain
- Locate Creature
- Phantasmal Killer
5th Level
- Awaken
- Destructive Wave
- Dream
- Geas
- Modify Memory
- Scrying
- Synaptic Static
Multiclassing
Ability Score Minimum . As a multiclass character, you must have a minimum of 13 in Intelligence to take a level in this class, or to take a level in another class if you are already a Psion.
Proficiencies Gained . If Psion isn’t your initial class, here are the proficiencies gained when you take your first level as a Psion: Light armor, simple weapons.
Spell Slots . Add half your levels (rounded up) in the Psion class to the appropriate levels from other classes to determine your available spell slots.